Maxperson
Morkus from Orkus
I thought about that, but with Elric few Elric exceptions, like Elric, most of them are heroes of legend, in the mythology for heroic deeds.One could argue that the Heroes in DDG&H are legendary examples to aspire to. The title is referring to NPCs in the book, not to PCs. And the potions bestow heroic qualities onto someone, which implies they're not already.
I started playing 1e in 1983 and we were there already, so I think a bit before the mid 80's.The mid 80s is definitely the period when the default assumption shifted to heroic as in goodly. While OD&D and 1E assumed that a majority of PCs would be heroic, by 2E they were de-facto discouraging anything else, while OE and 1E left being villainous or amoral more of an open option. They did discourage it in subtle ways, though.
No, not just LG. If my neutral PC runs into a burning building to save some orphans and then runs back in to save the headmaster's rum, that's heroic. I think risk of harm or death to help another, even if there is some reward in it for you in the end, is still heroic in D&D terms.I think one of the issues in this discussion is what we mean by "heroic". Are we just talking about lawful and good, or are we talking about supernormal, extraordinary, and even magical? Protagonists who have abilities above and beyond, and often MUCH above and beyond, those of an ordinary person? Both have been discussed.
Yeah. And damage. First, you can kill a dragon with a piece of metal that's not even long enough to pierce its hide. That's another heroic addition. Second, monsters that outweigh you by several tons don't just smoosh you with one hit, even if you have 100 hit points.Yes, pretty much.
And the original rules absolutely were intended to simulate heroic (as in extraordinary, mythic) fantasy fiction. The whole invention of Hit Points was because one of Dave Arneson's players was dissatisfied when his heroic knight character got killed in a single round of combat against a troll.
As two major examples from AD&D, we can refer to Gary's explanations of the nature of the game, and of and saving throws, which are both very clear that it's intended to be heroic fantasy.
Yep. And the hit point section itself mentions the following...(bold emphasis mine)
(Bolding for emphasis mine.)
That's a whole lot of verbiage making clear that the entire purpose and function of the saving throw is to support heroic (as in extraordinary, wonderful, mythic, epic) narrative play.
"It is preposterous to state such an assumption, for if we are to assume that a man is killed by a sword thrust which does 4 hit points of damage, we must similarly assume that a hero could, on the average, withstand five such thrusts before being slain! Why then the increase in hit points? Because these reflect both the actual physical ability of the character to withstand damage - as indicated by constitution bonuses- and a commensurate increase in such areas as skill in combat and similar life-or-death situations, the "sixth sense" which warns the individual of some otherwise unforeseen events, sheer luck, and the fantastic provisions of magical protections and/or divine protection."
Heck, it's even in the economics section.
"The economic systems of areas beyond the more active campaign areas can be viably based on lesser wealth only until the stream of loot begins to pour outwards into them. While it is possible to reduce treasure in these area to some extent so as to prolong the period of lower costs, what kind of a dragon hoard, for example, doesn't have gold and gems? It is simply more heroic for players to have their characters swaggering around with pouches full of gems and tossing out gold pieces than it is for them to have coppers. Heroic fantasy is made of fortunes and king's ransoms in loot
gained most cleverly and bravely and lost in a twinkling by various means - thievery, gambling, debauchery, gift-giving, bribes, and so forth. The "reality" AD&D seeks to create through role playing is that of the mythical heroes such as Conan, Fafhrd and the Gray Mouser, Kothar, Elric, and their ilk. When treasure is spoken of, it is more stirring when participants know it to be TREASURE!"