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General Tabletop Discussion
*TTRPGs General
An Examination of Differences between Editions
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<blockquote data-quote="Hussar" data-source="post: 3423683" data-attributes="member: 22779"><p>Well, yes and no. The saving throw for most of the expensive items was so ridiculously easy that you didn't lose much all that often. What did you need for your sword to save vs magical fire, for example. And, really, reading through those modules, how often were you on the receiving end of a fireball. Going from memory, for example, take B2 Keep on the Borderlands. Nothing casts fireball, there's only a few pits to fall into and pretty much nothing else to destroy items.</p><p></p><p></p><p></p><p>In your experience of course. Again, looking at modules, the number of times you would lose items potentially is perhaps a lot less than you remember, depending on the campaign. And, the use of hirelings varied greatly from game to game. Our game rarely bothered with them for example and pretty much every DM I've ever played under frowned upon hiring lots of mooks. </p><p></p><p></p><p></p><p>Again, this first bit of ignoring the paragraphs gets a lot towards the aforementioned schizophrenic nature of 1e. Sure, on one hand he talks about stealing items, and changing this or that. On the other, he's pretty emphatic on dictating to you how the game should be played. </p><p></p><p>We used saving throws for items for example, but, IME, it didn't make a whole lot of difference. At low levels it rarely comes up and at high levels the items you have save almost automatically.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3423683, member: 22779"] Well, yes and no. The saving throw for most of the expensive items was so ridiculously easy that you didn't lose much all that often. What did you need for your sword to save vs magical fire, for example. And, really, reading through those modules, how often were you on the receiving end of a fireball. Going from memory, for example, take B2 Keep on the Borderlands. Nothing casts fireball, there's only a few pits to fall into and pretty much nothing else to destroy items. In your experience of course. Again, looking at modules, the number of times you would lose items potentially is perhaps a lot less than you remember, depending on the campaign. And, the use of hirelings varied greatly from game to game. Our game rarely bothered with them for example and pretty much every DM I've ever played under frowned upon hiring lots of mooks. Again, this first bit of ignoring the paragraphs gets a lot towards the aforementioned schizophrenic nature of 1e. Sure, on one hand he talks about stealing items, and changing this or that. On the other, he's pretty emphatic on dictating to you how the game should be played. We used saving throws for items for example, but, IME, it didn't make a whole lot of difference. At low levels it rarely comes up and at high levels the items you have save almost automatically. [/QUOTE]
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