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General Tabletop Discussion
*TTRPGs General
An Examination of Differences between Editions
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<blockquote data-quote="Celebrim" data-source="post: 3421623" data-attributes="member: 4937"><p>That brings up again a point that is so important that it needs to be tacked to the beginning of every post on this subject.</p><p></p><p>There is very little like a universal experience of 1st edition AD&D because the games varied so completely depending on who was running them, and what rules they followed (or didn't), and how extensive the house rules were. </p><p></p><p>It should also be said that your experience of 1st edition modules could vary alot depending on what modules you where talking about and how you played them. When people want to say that magic and coin and rapid advancement where the norm back in the old days, they are often referring to modules like GDQ. But coin might not be so plentiful elsewhere even in published modules, or it might be in odd places. For example, I was looking through ToEE not long ago and noticed that most of the valuable treasure was actually owned by low level peasants (ten's of thousands of gp worth of jewelry and objects of art, magic armor and weapons galore) and that probably the best pure power gamer approach would be to kill off the townsfolk, and after gaining several levels and a horde of magic items, then go 'waste' your time with the much more dangerous but comparitively impoverished monsters. Needless to say though, I doubt most parties approached the module in that manner. If they didn't, then magic items and treasure were probably a good deal harder to come by.</p><p></p><p>And even ToEE is designed like GDQ as an adventure path in which leveling up is required to continue. If you look at modules with less of an adventure path design, I think you'll find even less emphasis on treasure.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3421623, member: 4937"] That brings up again a point that is so important that it needs to be tacked to the beginning of every post on this subject. There is very little like a universal experience of 1st edition AD&D because the games varied so completely depending on who was running them, and what rules they followed (or didn't), and how extensive the house rules were. It should also be said that your experience of 1st edition modules could vary alot depending on what modules you where talking about and how you played them. When people want to say that magic and coin and rapid advancement where the norm back in the old days, they are often referring to modules like GDQ. But coin might not be so plentiful elsewhere even in published modules, or it might be in odd places. For example, I was looking through ToEE not long ago and noticed that most of the valuable treasure was actually owned by low level peasants (ten's of thousands of gp worth of jewelry and objects of art, magic armor and weapons galore) and that probably the best pure power gamer approach would be to kill off the townsfolk, and after gaining several levels and a horde of magic items, then go 'waste' your time with the much more dangerous but comparitively impoverished monsters. Needless to say though, I doubt most parties approached the module in that manner. If they didn't, then magic items and treasure were probably a good deal harder to come by. And even ToEE is designed like GDQ as an adventure path in which leveling up is required to continue. If you look at modules with less of an adventure path design, I think you'll find even less emphasis on treasure. [/QUOTE]
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An Examination of Differences between Editions
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