Hard to believe the thread is three pages long without addressing how different magic works for players. No cantrips. No save every round. No concentration mechanic. Low level wizards are dart-throwing acolytes. High level wizards....gods.
As much as I generally like the stuff Frog God (and previously, S&S Studios) put out, I've never really understood the selling point of "1st edition feel", since I "feel" like 1st edition was pretty terrible for many, many reasons. 2nd edition was even worse.
Racial level limits
Lack of cohesive rules
Really terrible art
Terrible design choices - "room 2 has 3 orcs in it. Room 4 has 5 giant beetles in it. Room 6 has a vampire...."
Not 1st edition... but I came across someone running 2nd edition D&D with the Skills and Powers option. I went back and re-read that book for nostalgia's sake. OMG, that has to be the worst book ever made. It's just.... I don't even know where to start. Terrible. The 1st edition books were also terrible. Just... awful. They were completely disorganized, had all kinds of rules that made no sense; were overly complicated.
To me, "1st edition feel" is 100% about nostalgia. Because there really isn't much there worth revisiting. The game is just so much better these days. In every possible way.
What's odd there is that 1e (and Basic) are without question the D&D editions most amenable to kitbashing, and also the most forgiving when mistakes are made in said kitbashing.The term arcane truly is all encompassing here in every meaning of the word. It should feel like you can't change anything without collapsing the whole system like a house of cards, and also you should not be able to tell what the intent of the game design is or what the designer of the game intended.
Exactly. The game expects the players/PCs to push against the boundaries of the rules and-or setting conceits, and the DM to make reasonable rulings when they do. Unlike the 3e approach, there isn't a rule for everything.The biggest ability of every character in a 1e game is the creativity of the player, and the DM should be willing to entertain any creative solution to a problem.
This is a feature, not a bug. Characters gaining abilities without drawbacks or penalties ends up with either the characters way overpowered relative to the game world, or in an arms race between the characters and the opponents leading to more of a 'supers' game, which isn't the end goal here.The more abilities a character gets, the more penalties and disadvantages.
1e is flexible enough to handle true sandbox, hard-line DM-story railroad, player (meta) driven play - as in what the players themselves want to do, and-or play driven by what the characters in the fiction want to do...and sometimes all can happen at different points within the same campaign!DMs are encouraged to make campaign worlds large sandboxes without a central narrative. Stationing a campaign in a town surrounded by wilderness, or presenting the players with a hexcrawl map are both deeply 1e play styles. There should be no central narrative to the game; adventures are what you find, are often disconnected or independent from each other, and are kind of just about what the players themselves want to do in the campaign world rather than what story the DM and players want to tell or what the player characters want to accomplish.
All sounds fine to me, given as those things largely defined the late-medieval/Renaissance type of era in which the game is often set.In terms of gameplay settings, the themes of the campaign setting and motivations of the PCs will strongly favor colonialism and will glorify noble station and feudalism in the same way that myths, legends, and fairy tales tend to do. On the one hand, this means the game can be focused on wide open, untamed, wilderness exploration. Spelunking ancient dungeons, discovering lost treasures, fighting fantastic monsters. High adventure reminiscent of the European and white American expansion into the American west or African jungle.
On the other hand, it's overtly human-centric (in some cases to the point of xenophobia) and is about expanding human influence in the world even if the characters (or players!) don't realize it. The PCs are the vanguard of human civilization taking over the world; the first steps to bringing order to wilderness. That's why the original alignments were Law vs Chaos (even if it was cribbed from Three Hearts Three Lions) instead of Good vs Evil. That's why you end up building a stronghold; your characters are expected to conquer a region and rule over it and extract wealth from the land. You'll oversee clear cutting of forests for building materials and establishment of vast farmlands to feed the settling populace as you use your armies to drive out the monsters and goblinoids formerly living there.
The mechanics are mostly cumbersome, as written. In some cases time has shown that despite this, they work well. In other cases we've had over 40 years to kitbash and streamline those mechanics into what we want at our own tables.In short, I would consider the 1e feel to be the core OSR principals combined with generally poor game design and overall cumbersome game mechanics. Plus some questionable gameplay themes when looked at objectively, even if the idea is just to emulate romantic fantasy epics, fairy tales, mythologies, and legends.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.