D&D General Lethality, AD&D, and 5e: Looking Back at the Deadliest Edition

nevin

Hero
I think the biggest difference was that in games where it was available we had to go negotiate with the cleric and religion willing and able to do it.
I don't remember any cleric waves their hands and ressurrects you. It was always yes god so and so has granted your desire and then a GEAS on the character that got ressurected . It wasn't common and it was always a big deal.
 

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Maxperson

Morkus from Orkus
Ok, so we've had a page of 4E digression and I agree with Oofta that we should drop it.

Anyone got any more juice for the original discussion about 1E?

How do folks feel about, or what was your experience of, the expectation or availability of Raise Dead and similar magics in 1E? I get the sense that this was another area of massive variation between tables.

I remember that at the ones I played at it wasn't easily available.
For the games I played in raid dead was theoretically possible. It was in pretty much every major city for the costs listed. What made it theoretical is that as I mentioned upthread, making 4th level was an accomplishment and I never got anyone past 7th. Generally we 1) never had enough gold, 2) didn't have a way to preserve the body for the days to weeks trek back to said city, and 3) had no desire to drag a rotting corpse to the city. Coming back from the dead was VERY rare.
 

Ok, so we've had a page of 4E digression and I agree with Oofta that we should drop it.

Anyone got any more juice for the original discussion about 1E?

How do folks feel about, or what was your experience of, the expectation or availability of Raise Dead and similar magics in 1E? I get the sense that this was another area of massive variation between tables.

I remember that at the ones I played at it wasn't easily available.
I vaguely remember resurrection being hard to get... but creating a new character was easy so it wasn't as big a deal.
 

I think when we played it as though getting raised was a real challenge, but I don't recall it actually being so when people chose to do so. As jmartkdr2 mentions, rolling up a new character is super-easy, and starting fresh kinda inviting. I think people generally found a way to get a fallen character (with recoverable body) raised exactly as often as it was a priority for the player.
 

Maxperson

Morkus from Orkus
I think when we played it as though getting raised was a real challenge, but I don't recall it actually being so when people chose to do so. As jmartkdr2 mentions, rolling up a new character is super-easy, and starting fresh kinda inviting. I think people generally found a way to get a fallen character (with recoverable body) raised exactly as often as it was a priority for the player.
Priorities absolutely played into it. We generally found cool magic items that we could have sold to raise a PC, but as teenagers the odds of us putting someone else's PC that would probably die again before it leveled before our cool magic item(s) was somewhere between slim and none.
 

Okay, but when someone is saying "it's the most combat-oriented," what they're also saying is, "it's the least supportive of anything that isn't combat." Effectively 100% of the time. You won't hear them say the quiet part out loud, but that doesn't mean the quiet part isn't there.

But yes, perhaps we should.
4E tried to use the rules of the game to improve the play experience.

Turns our people prefer to ignore the rules as much as possible and free form improv.
 

Necrofumbler

Sorry if I necro some posts by mistake.
Initially I posted a long post with lots of examples and tangents. But it was way too much of a TL;DR so I deleted it all, going instead only for the bullseye items.

(...) If you're going to complain about how OP magic is, that's fine. I think there are plenty of ways to counter it, magic has always been part of the game since it's inception. But pretty much everything you complain about have always been part of the game. For every spell like tiny hut that is more powerful than it used to be, others have been weakened. In Men & Magic disintegrate just disintegrated anything that failed a save, now it does damage and only disintegrates if it kills you.

If you want a game where magic isn't powerful, D&D isn't for you. Meanwhile there are many ways to counter the issues you perceive if you want to do so.

I agree. The only thing is in 1E/2E magic in general & casters had lots of harsh limitations (too many to list here). 5E hoewever not only buffed the overall vertisality and power, but also removed nearly all the limitations and the few that remains are pretty tame.

I'll only list one example:

- Tiny Hut. Previously, it was a nice way to help making temporary camp (only 1 hour per caster level so enough for a night of sleep only if level 8+ caster) for the caster plus 6 medium creature max & protect from the elements better, and had some defensive value too by obscuring sight. Most DMs made it so that too many creatures rushing in would just "pop the bubble" so to speak. Now, it lasts 8 hours, can even protect from a tornado, scorching heat, or extreme freezing, and is also a totally impenetrable fortress, too, better even than a Wall of Force because you can shoot or throw stuff outside, while being immune to be attacked yourself.

Sure, there are a few spell nerfs, but the buffs vastly outnumber the nerfs. So basically, 5E ended up jacking up "up to eleven" the already existing problem.

If you want a game where magic isn't powerful, D&D isn't for you.

You might just be right.

The main reasons I "kinda" stick with 5E are:

* Reason 1:

Hard to find players for TTRPG already, even with a popular system like 5E. Became more true with COVID pushing online RPG play as the norm. For "less known" systems, starting a campaign depends a lot on already having a circle of friends who will agree to follow you into anything no matter what. The more common scenario is yeah they all thrust you a lot but half of them won't budge from the one system they're used to and swear only by. So you're still stuck with Mission Impossible: "Finding new players for that much less known system".

Yeah I know PF2 is well known too, especially since the WotC/Hasbro 3rd party licensing fiasco. However, after a dozen or so games as a PF2 player right now, I find it rubs me so much the wrong way, with many things. 5E feels "Yes you can try anything... BUT!" while PF2 feels "Nope ya just can't!" (because you don't have the right Feat, and even then still probably not becauyse if you were allowed that would make that other Feat totally useless and obsolete in comparison). PF2 is the 1st ever system I played where my big strong muscular ranging barbarian tried entering in a tavern full of random mostly mundane NPCs, wielding his big greataxe, and shouting loudly "Everybody out! Or else!" and got a DM answer of "That's trying to Coerce, and you can Coerce only 1 NPC at a time. So, which one?". "Huh? I just want to clear the room ASAP!" I respond. Then he says "Oh I guess you could just pick up that other Feat, then you'll be able to Coerce TWO targets! Oh frak facepalm mode activated. As if, even WITHOUT any Feat, any big strong intimidating guy couldn't just try to do that super basic super classic fantasy trope move! But PF2 says "NOPE YA CAN'T!". Felt way deflated and my PC felt he was a crappy non-intimidating-at-all uncharismatic loser after that, not like say an at least semi-competent protagonist, at all. So IMHO any system where "Board-Gamey Balance" not only trumps but totally massacre STANDARD FANTASY ROLEPLAYING TROPES, that is just extremely bad in my book. Any body should try to do anything that feels at least remotely reasonable to try to do, and Feats should just BOOST such attempts, not "restrict" them.

For an OVERLY SIMPLIFIED system like 5E, lacking a lot of "well detailed well thought of rules accuracy and details", can be a bit forgiveable. DM just wings it using common sense to fill in the gaps. In fact the system INVITES the DM to do that. So, for the players, it's "Anything goes! Sure, try it! BUT!" Almost all other RPGs I've seen do it that way. Let the players' imagination and the fantasy troopes and common sense be the main drives of the story and of what can happen when they try all kinds of stuff. Not making the minutiae of what is written on their character sheets be strict horse blinders, and if it's not written there, then it's automatically "Nope Ya Can't". But for a system that prides itself for having thought of (almost) everything and covering everything in gusto mucho details, while a couple mistakes might still be ok, so many "rules barricades" constantly raising themselves up in the way of imagination, can only mean a hugely flawed design. Iyt's just not very fun feeling "freedom of actions caged" like that. You constantly feel like some kinds of losers. And the rest of the way the rules work also contribute to that ugly feeling.

So, PF2... Big nope there for me. After that campaign is over, I'm definitely not wanting to play PF2 again, unless it's with a good DM that kind of House Ruled away all the naughty word parts, to make "common sense based basic fantasy tropes" trump "rules".

But still, it's a very good playing experience, because it contains many good ideas to steal! Heheheh!


* Reason 2:

5E has at its core elegant & harmonious "central" mechanics. I hate constantly flipping pages in a book. Or searching web pages links. 56E, the core rules, not a big chapter, and here ya go, you've got almost everything already. The main mess of unharmonious rules come from this: Each spell is it's own little pack of rules that don't really agree with the rest or even with quite similar spells.

Meanwhile, most OSR products are instead basically some guy going "Here is my own take on 1E, very close to 1E with all it's bumps and warts and all that, so that you can just directly play any already published 1E adventure, but it is MY version of 1E, in short still very 1E but with all of MY weird personal house rules, too! Yeah, I changed lots of stuff, even stuff that already worked perfectly, so it's basically all still the same kind of naughty word messy maze of mistmatched half-playtested rules. Basically, most of these products give next to -zero- benefit over simply picking up 1E directly. But... DMing for 1E: Been there, done that.

Old School Essentials however seems to be a bit better organized and more "core harmonious", though. Unless I find an even better one, OSE I will eventually try. Will still probably still kick the magic system around, though. Because all those OSR products still strongly enforce the LF;QW problem.

I'm ok with "magic is powerful", as long as the martials ALSO have the same kind of power. Goal is "Linear Fighters; Linear Wizards".

IMHO, "Level X" should means "Level X". Equally power/utility, wether you're martial or caster or multiclass. A "Level 12 PC" should be like saying "You have the power of 12 kilograms of nitroglycerine". A true "measure" of the power/utility of a PC at that level. Not getting a "But which CLASS is he? Because I need that to know how much power/utility he really has!" Nope! Only the level should be enough. The class should determine only HOW that power/utility is to be used. Not "how much of it" the PC has.


I also tried several "storytelling" style system, but they all feel way too "arbitrary". Especially those where what happens as the RESULTS of their characters actions, is partially decided by the players themselves. Yuck. As a DM, big loss of normal DM control. As a player, feeling like the DM is just unimaginative and lazy and lets us do his job in his place. The worst offenders are the full-on "collaborative storytelling" systems where nobody is really DM. Good for a one shot, played forl aughs. For a more serious campaign? Chaos breaks loose really, really fast, with no direction. It fees like little kids playing cowboys and one says "Bang you're dead!" and the other kid answers : "No I'm not!". Those lack way too mcuh "structure" so I strictly (and vastly) prefer "simulationist" systems in the style of PF2 / 5E.
 

Hussar

Legend
Whether the changes 4E made were positive or negative will always be a matter of opinion and preference. Just like whether it was more combat focused was also a matter of perspective.

But we can't really discuss this objectively, it always seems to lead to edition wars. Which is too bad, I think it could be an interesting subject about approaches to the game's structure and what people want. In any case maybe we should just move on?

We absolutely can. I am challenging th “most” part of 4e is the most combat focused edition.

That 4e had a big focus on combat isn’t up for debate. It’s a DnD game. Of course the rules make combat front and centre.

Sorry. I’ll stop now. :p
 
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Hussar

Legend
Zeno: AD&D was a game that had a number of incredibly lethal rules as written.

Achilles: Really?

Zeno: Yeah, really! That said, while the rules as written could be lethal, there was a diversity in the styles of play. So it was possible for any given table to play it in a manner that could lead to anything from a meatgrinder dungeon to a power-fantasy of characters killing gods.

Achilles: Wow. Let me get this straight.... so what you're really saying is that people hate 4e, and we need to have ... AN EDITION WAR!

Zeno: ........ I can't even.
Sorry, I know I said I'd stop, but, I just can't help myself.

There is a difference though. When we talk about AD&D, most of us here have hundreds, if not thousands of hours of play time experience to draw on. We played the HELL out of AD&D. Marathon sessions lasting entire weekends. Devouring every piece of D&D material you can get your hands on over and over again. So on and so forth.

And, when I make a statement about AD&D, I'm usually very, very careful to couch it as being my personal experience with the system and not a "truth" about the system itself. I don't always succeed, fair enough. But, I do try. Because, like you say, there was a "diversity of play" "that could lead to anything".

But, when someone talks about 4e, it's, "4e is the most combat oriented game." There's not even an attempt to pretend that this is just a personal experience with the system. It's nothing but fact statements that are expected to be taken as gospel truths. And an immediate argument if any counter experiences are offered. Any suggestion that perhaps a person's experience with 4e had more to do with how they approached the game rather than the game itself is immediately rejected.

Yet, in this AD&D discussion, we're 100% expected to respect each other's experiences and see the rules through the lens of that play experience.

It is rather frustrating at times.
 

Oofta

Legend
We absolutely can. I am challenging th “most” part of 4e is the most combat focused edition.

That 4e had a big focus on combat isn’t up for debate. It’s a DnD game. Of course the rules make combat front and centre.
We can discuss, but it never ends well. I'll say something and you won't like how I phrase it and the thread gets shut down.

You may disagree with other people's opinions, but they are entitled to their opinion. Other than that, I'm not getting into edition wars.
 

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