Tim Cain says he got hired at Interplay because he knew THAC0 better than the other guy, and went out of his way to prove it

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Tim Cain explains THAC0 (Image credit: Tim Cain (YouTube))

It's not overstating things to say Tim Cain is a legend among PC RPG fans. The man's got credits on a roster of games that would make other developers green with envy: Stonekeep, Fallout, Arcanum, ToEE, Pillars of Eternity, and more. And it all began, as he recounted in his most recent video, because he out-nerded the other guy.

Cain played a lot of tabletop RPGs in his early days, which probably comes as no surprise: He developed a love for D&D in his early youth and carried it with him through college and as he pursued a PhD.

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Knowing GURPS "became important later," Cain says in the vid, because GURPS—the Generic Universal Roleplaying System developed by Steve Jackson Games—was originally intended as the underlying ruleset for Fallout, before licensing issues led to the creation of the SPECIAL system. Before all of that, though, a different system proved even more important to Cain's career trajectory.

The system was dropped in D&D's third edition, but not before one last, great hurrah in the original Baldur's Gate games—and, as it turns out, helping Tim Cain get a job, opening the door to all that followed.

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"They were down to me and another programmer, and we were both about equal in coding skill. But not only could I tell them what THAC0 meant—to hit armor class zero—I then asked them if they wanted the values for THAC0 for each of the four major D&D classes, fighter, magic user, thief, cleric, at level one.

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The irony is that soon after getting hired at Interplay, Cain started holding tabletop gaming nights, but instead of D&D it was GURPS that dominated because it enables all kinds of different settings. Cain developed apps to support GURPs gameplay, like a character generator and a star system generator—and when Interplay decided it wanted to do a licensed RPG, GURPs was ultimately chosen.

"I think part of the reason GURPs won is, it wasn't just me pushing forward, it's all those people I played GURPs with at night," Cains says. "And we already had these apps which I pointed out had underlying code that would already jumpstart us into making a GURPs game."

And the rest, and they say, is history.

Andy has been gaming on PCs from the very beginning, starting as a youngster with text adventures and primitive action games on a cassette-based TRS80. From there he graduated to the glory days of Sierra Online adventures and Microprose sims, ran a local BBS, learned how to build PCs, and developed a longstanding love of RPGs, immersive sims, and shooters. He began writing videogame news in 2007 for The Escapist and somehow managed to avoid getting fired until 2014, when he joined the storied ranks of PC Gamer. He covers all aspects of the industry, from new game announcements and patch notes to legal disputes, Twitch beefs, esports, and Henry Cavill. Lots of Henry Cavill.

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