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Community
General Tabletop Discussion
*TTRPGs General
An Examination of Differences between Editions
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<blockquote data-quote="S'mon" data-source="post: 3412030" data-attributes="member: 463"><p>1e GMing advice on scaling I've seen tended to divide into Scenario design vs Environment design.</p><p></p><p>(1) Scenario design - Your adventures should be written to be doable by your PCs, or PCs of a certain level range, eg 1-3 (low), 4-6 (medium), 7-9 (high) or 10-12 (very high).</p><p></p><p>(2) Environment design - the campaign environment as a whole should be designed with a wide range of challenges suitable for PCs of low, mid, high very high levels; then it's up to the PCs to seek out challenges appropriate for their level. This is a lot like the CR by dungeon level idea, and somewhat reflected in 3e's advice.</p><p></p><p>Published 1e Wilderness encounter tables always tended to assume high-level PCs, from what I could see. Either that, or mid level PCs who knew when to run away! Low level PCs entering the wilderness had better be part of an army or merchant caravan if they wanted to stay alive.</p><p></p><p>Wealth by level: 1e certainly has this concept, see eg the NPC adventurer magic item tables, which unlike the reguilar tables do give higher level NPCs more MI. However I certainly wouldn't go as far as to say that a vorpal sword at 5th level was a sign if Monty Haulism in 1e. The system didn't really work like that. Maybe +5 platemail at 1st level would indicate M-H, but there was never the rigid concept of wealth by level as in 3e; the main thing was that threat level should relate to reward level (not necessarily to PC level): if the Type VI demon has a vorpal sword, and the 5th level PCs kill it and take his sword, that'd be perfectly reasonable in some 1e campaigns.</p></blockquote><p></p>
[QUOTE="S'mon, post: 3412030, member: 463"] 1e GMing advice on scaling I've seen tended to divide into Scenario design vs Environment design. (1) Scenario design - Your adventures should be written to be doable by your PCs, or PCs of a certain level range, eg 1-3 (low), 4-6 (medium), 7-9 (high) or 10-12 (very high). (2) Environment design - the campaign environment as a whole should be designed with a wide range of challenges suitable for PCs of low, mid, high very high levels; then it's up to the PCs to seek out challenges appropriate for their level. This is a lot like the CR by dungeon level idea, and somewhat reflected in 3e's advice. Published 1e Wilderness encounter tables always tended to assume high-level PCs, from what I could see. Either that, or mid level PCs who knew when to run away! Low level PCs entering the wilderness had better be part of an army or merchant caravan if they wanted to stay alive. Wealth by level: 1e certainly has this concept, see eg the NPC adventurer magic item tables, which unlike the reguilar tables do give higher level NPCs more MI. However I certainly wouldn't go as far as to say that a vorpal sword at 5th level was a sign if Monty Haulism in 1e. The system didn't really work like that. Maybe +5 platemail at 1st level would indicate M-H, but there was never the rigid concept of wealth by level as in 3e; the main thing was that threat level should relate to reward level (not necessarily to PC level): if the Type VI demon has a vorpal sword, and the 5th level PCs kill it and take his sword, that'd be perfectly reasonable in some 1e campaigns. [/QUOTE]
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An Examination of Differences between Editions
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