Raven Crowking
First Post
jdrakeh said:I did at one time. I got tired of being called a liar and finally decided that anybody who is caught up enough in "AD&D didn't. . ." despite solid evidence such as that which you've posted here, is never going to change their position. Simply put, it's not an argument worth having.
That's because the "evidence" moves from
"Of all these dungeons, 15+ levels, hundreds of encounters, I found only one encounter that is truly overwhelming for it's stated level -- the party of giants in the Steading of the Hill Giant Chief."
to
"Yes, for 1st-level characters, the minotaur and owlbear would be overwhelming encounters. But they are not overwhelming for a party of 3rd-level PCs (still within the range of levels the adventure was designed for). I'll agree, though, this could be argued as an example of the concept."
with even the slightest examination.
Quasqueton is correct in saying that much of the advice found in current editions existed in older editions. The Expert rulebook, for instance, says that Raise Dead should be available in the PC's base town. However, what Quasqueton excerpts is not the totality of the advice, nor is it all that is exampled. Older versions of D&D, IMHO, model a paradigm in which the DM holds the hands of new players for a time, and then cuts them loose into the world. Because the players, not the DM, largely determine what challenges are to be faced (i.e., do we risk going into the deeper dungeon levels to get larger rewards?), the players may end up over their heads. Moreover, the books actively encouraged DM tricks such as moderate slopes and chutes that (knowingly or unknowingly) brought PCs to levels they were not ready for.
A quick read through the player advice in the back of the 1e PHB gives a very good idea of what a player was expected to be prepared for.
RC