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<blockquote data-quote="Helldritch" data-source="post: 7186690" data-attributes="member: 6855114"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=4937" target="_blank">Celebrim</a></u></strong></em></p><p>Nice resumé.</p><p>Unfortunately, it is a bit off the reality of what was 1ed. High stats could be achieved via the many possible magical items in the DMG and the various added supplements. High stats could be reached via the various books, fountains, girdles, ioun stones (some character were litteraly a sun with many many planets...) and gloves. </p><p>It is even more debatable with the Unearthed Arcana and the infamous method V found in it. The method itself had appeared in a gencon (if it was called that way back then) as soon as 1981 (My DM had seen it there and took a photography of it, I wish we were still in contact...). But I don't remember which DM he said had brought this. Anyway, doing a character was not that hard. Even with the other methods, it was possible to have at least a workable character. And the big deal was only with strength. All other stats had bonuses from 15 to 18. Other goodies might come earlier in the stat curve but most "good" benefits were in the 15+ range.</p><p></p><p>You should also remember that in that time, the RP aspect of the game was more or less prevalent. It was mainly a fantasy combat simulator first and formost. Players were expected to chain dungeons one after the other. Get to the dungeon (if not already put in front of it), Storm the dungeon by slaying the monsters in there, take the treasure. Rince and repeat. Character dies? No big deal, roll a new one. There were even competitive modules to be used in tournament play (of which I did quite a few as a DM). And from there, the appearance of the "rail road" syndrome...</p><p></p><p>The combat simulator was taking a back seat when "name" level was about to be reached. That means level 9 to 11 for most classes. By then, rising in only one level could take many sessions, if not months. The RP aspect of the game was becoming more prevalent around that time. For some it was a bit sooner but most of the times, it was around that time that you were somehow gauded into the RP aspect as combat was becoming more and more dangerous until level 14, where the danger curve was on the down slope (and that led to the monty haul campaings in many cases.).</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7186690, member: 6855114"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=4937"]Celebrim[/URL][/U][/B][/I] Nice resumé. Unfortunately, it is a bit off the reality of what was 1ed. High stats could be achieved via the many possible magical items in the DMG and the various added supplements. High stats could be reached via the various books, fountains, girdles, ioun stones (some character were litteraly a sun with many many planets...) and gloves. It is even more debatable with the Unearthed Arcana and the infamous method V found in it. The method itself had appeared in a gencon (if it was called that way back then) as soon as 1981 (My DM had seen it there and took a photography of it, I wish we were still in contact...). But I don't remember which DM he said had brought this. Anyway, doing a character was not that hard. Even with the other methods, it was possible to have at least a workable character. And the big deal was only with strength. All other stats had bonuses from 15 to 18. Other goodies might come earlier in the stat curve but most "good" benefits were in the 15+ range. You should also remember that in that time, the RP aspect of the game was more or less prevalent. It was mainly a fantasy combat simulator first and formost. Players were expected to chain dungeons one after the other. Get to the dungeon (if not already put in front of it), Storm the dungeon by slaying the monsters in there, take the treasure. Rince and repeat. Character dies? No big deal, roll a new one. There were even competitive modules to be used in tournament play (of which I did quite a few as a DM). And from there, the appearance of the "rail road" syndrome... The combat simulator was taking a back seat when "name" level was about to be reached. That means level 9 to 11 for most classes. By then, rising in only one level could take many sessions, if not months. The RP aspect of the game was becoming more prevalent around that time. For some it was a bit sooner but most of the times, it was around that time that you were somehow gauded into the RP aspect as combat was becoming more and more dangerous until level 14, where the danger curve was on the down slope (and that led to the monty haul campaings in many cases.). [/QUOTE]
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