Essafah
Explorer
That is making an awfully large assumption about games during 1e and 2e and certainly one which I do not agree with.
BECIMI - The Grand Duchy of Karameikos (page 62)
The Sins of the Valdo Tisza
Everyone wants a certain document which the PCs stumble upon - the ministers to cover up a security leak, Tisza to protect his name, Torenescu to increase his power...etc
The adventure actually states "They can do whatever they want with it, this is a morality test as well as an adventure."
Poisoners in the Night
Investigate/discover Aleksander Torenescu is ill (nigh-undetectable poison). Failure would obviously lead to the young heir's death. It is not so much about your survival as it is about racing against time to save the heir.
2e - Ravenloft Darklords (page 68-73)
The Phantom Lover
The entire advenure is fashioned on the party saving a victim from the Phantom Lover - a success very different to just survival of the PCs.
The final paragraph state - "...the Phantom lover can never truly be destroyed. As long as there are sorrows and grief of immensve proportion, he will return to the realm of the innocent, seeking out a new victim."
I can find you a plethora more....I think your basic assumptions are wrong about earlier editions. Sure there were adventures where survival was the only goal but you two are using those to paint entire editions as merely a survivor series.
I'm not here on behalf of any OSR folk and you responded to my post. In terms of achieving success it is easy mode when compared to some older editions: The +'s are there (ability modifiers easier to obtain and higher), along with a bounded accuracy system, advantage, and a lot more accessability to innate magic.
5e has other benefits which earlier editions do not. This is not a contest about editions.
And just because I consider raw 5e 'easy mode' does not mean one cannot ramp up the difficulty as one can easily decrease the difficulty in earlier editions - which many of us did.
Um no. Having played and still owning the books from those editions I am basing what I said off the actual rules of those editions and not the description of adventures. Descriptions of adventures have nothing to do with actual game mechanics. What I mean by rules mechanics of older editions are things like more limited resources: there were no short rests which lead to many one encounter work days. I am talking about undead rules like ghost where one touch aged you 1d10 years or more which quickly lead to death for PCs. Not too mention permanent level drains with no save. Healing spells took the entire action. There was no bonus action healing. So when the older editions DESCRIBED clerics wading into combat smiting their enemies and healing their friends that very rarely ever happened, because clerics had to either heal or do something else and more often than not due how the monsters were stated and monster abilities clerics would heal or possibly some other buff besides fighting. This was one reason for many years cleric was the least popular and last picked class and while as editions of D&D have progressed they have corrected the action economy of clerics and healing ala the bonus action healing word which allows a cleric to fight or do something else and heal (thank you 4E for that innovation!).
For every adventure and even in some descriptive adventures that was often some random and nonsensical encounter that was unexpected and beyond deadly. For many it was not fun back then but we didn't know any better and options were more limited then. So yes 5E is easier compared to those editions if that is what you want to here but 5E is not "EASY" there is still a sense of danger it is just the game allows heroes to be cinematic which is how a fantasy game that promotes action and adventure should be. You can ramp up the difficulty to suit your tastes and if your players are truly okay with that fine but many players did not and do not like OSR games.