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General Tabletop Discussion
D&D Older Editions
Edition Experience: Did/Do you Play 1E AD&D? How Was/Is It?
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<blockquote data-quote="teitan" data-source="post: 7953357" data-attributes="member: 3457"><p>See I understand some of the restrictions as genre emulation. Halflings tend to like quiet, comfortable lives and see adventuring as disruptions to their lives and communities. Adventurers are frowned upon. This is the classic lore behind halflings for example. Humans were more prone to wanting to carve out their own way and niche. They wanted stories told of their adventures and daring, carving their own kingdoms, ala Conan. Notice most races cap out before they achieved name level and the fortress/tower/etc. half Elves got a pass on some of that... to an extent. So I get the restrictions. We never really followed them though, for class level. In general they emulated the genre extremely well at that time.</p><p></p><p>Since then it’s changed, the end game is now extraplanar adventures and ever increasingly powerful enemies. Hit point accumulation stopped at 9th level or thereabouts And it makes sense with the end game of 1e. The gear shift to kingdom management or spell research and such, the game took on a different sort of epic scale than we’ve had since 3e where the end game changed.</p><p></p><p>Plus the slower level gains. Someone once retorted when I mentioned one got more XP for treasure found than from killing things that most did both but sure, in 2e but how many people paid attention to “number appearing” in the Monster Manuals? They weren’t 3-8. So even then finding treasure didn’t even mean you could obtain that treasure because most “fodder” was overwhelming for the party. So leveling was slower. That meant in most cases that demihumans never really got to their level limit in 1e. Maybe in OD&D with the slightly lower limits.</p></blockquote><p></p>
[QUOTE="teitan, post: 7953357, member: 3457"] See I understand some of the restrictions as genre emulation. Halflings tend to like quiet, comfortable lives and see adventuring as disruptions to their lives and communities. Adventurers are frowned upon. This is the classic lore behind halflings for example. Humans were more prone to wanting to carve out their own way and niche. They wanted stories told of their adventures and daring, carving their own kingdoms, ala Conan. Notice most races cap out before they achieved name level and the fortress/tower/etc. half Elves got a pass on some of that... to an extent. So I get the restrictions. We never really followed them though, for class level. In general they emulated the genre extremely well at that time. Since then it’s changed, the end game is now extraplanar adventures and ever increasingly powerful enemies. Hit point accumulation stopped at 9th level or thereabouts And it makes sense with the end game of 1e. The gear shift to kingdom management or spell research and such, the game took on a different sort of epic scale than we’ve had since 3e where the end game changed. Plus the slower level gains. Someone once retorted when I mentioned one got more XP for treasure found than from killing things that most did both but sure, in 2e but how many people paid attention to “number appearing” in the Monster Manuals? They weren’t 3-8. So even then finding treasure didn’t even mean you could obtain that treasure because most “fodder” was overwhelming for the party. So leveling was slower. That meant in most cases that demihumans never really got to their level limit in 1e. Maybe in OD&D with the slightly lower limits. [/QUOTE]
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Edition Experience: Did/Do you Play 1E AD&D? How Was/Is It?
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