Raven Crowking said:
Brachiosaurus (100)
Hydra (by heads, ranges from 30 to 192, athough maxes out on 48 per character)
Pyrohydra (by heads, ranges from 30 to 120, without breath weapons, although maxes out on 40 per character)
Mammoth (76)
Average hit points for a 10th level fighter is 10 x 5.5 = 55 plus Con bonus x 10, say an additional 20 hp to be generous, for 75 hp.
I did allow the brachiosaurus to step on its victim (max damage 80), but otherwise ignored special attacks. In the case of the 1e carrion crawler, 6 attacks lead to 6 chances to be paralyzed. How long does that paralysis last?
In the case of energy drain monsters (max loss of 2 levels in AD&D 1e), hit point loss occurs from the level drain itself.
Add special abilities, and the 1e DM can make 10th level PCs drop like flies, if that is his goal. As can the 3e DM, really.
But, that's the point. Unless you add in those special abilities, like stepping on a target, most of the 1e monsters simply can't do enough damage. Sure, spiders and other save or die creatures can, but, that was my entire point. I'm talking about straight up damage.
Never mind that the creatures in 1e were piddly by and large. How many brachiosaurs fit into a dungeon? I'm far more likely to encounter a Vrock, which, IIRC, appears in a module for 6th level characters (that hidden shrine or temple one in the jungle that I can never remember the name).
You had to throw hordes at the party because any single creature died in the second round because characters of an appropriate level rarely missed and the creature had so few hit points.
To be fair, my experience is similar to Thurbane's. The only time characters died was when poison or other save or die effects came out.
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Ok, this is likely going to be a long bit, so, feel free to keep scrolling if you like.
Just back to the idea that CCG's are crap. That's a very telling point IMO. It's not "I don't like CCG's" which is an opinion I can probably agree with, but, "CCG's are crap. They are bad games."
Why? What makes a CCG a bad game? Do they have vague and contradictory rules? Not really, most of the rules are pretty straight forward and understandable. Do they try to lock you into a particular playstyle? Not really, the formulation of a deck depends greatly on the player. Are there numerous poorly written rules which break gameplay? Possibly, but, then again, they generally support the game well enough to fix broken rules ASAP. So, what is it about the game that makes it bad?
IMO, CCG's are not bad games. They are generally well written, well supported, and a great deal of fun apparently to the people who play them. That, to me, points to the idea that CCG's are pretty good games. And, while I know that market factors aren't really a great judge, I would say that the enduring popularity of the games does point to a fair level of the game being ok. If Magic were crap, wouldn't people stop buying it?
Now, let's get back to the topic at hand. Every one of those criticisms that I stated for a game being crap can be applied to 1e. Every one of them. Does that make 1e a crap game?
Before your head explodes, let me go through them.
Vague and Contradictory Rules
Initiative rules in 1e. There's a pretty prime example. Weapon vs armor rules - do they apply to creatures? And, what are the penalties or bonuses for using claws or bites vs particular armors? How long does subdue last? The list goes on and on of rules that were vague and confusing. Add to this some fairly opaque writing styles and it makes the game somewhat difficult to play.
Add to this the schizophrenic nature of supplements and core. The core says that you should be happy with low stat characters. But every supplement has NPC's with 17's and 18's in their prime stats. The core says that you should keep players hungry and treasure low. But, the core also says that xp will come from treasure and that just about every creature has thousands of gp potentially in its treasure. In addition, modules have hauls that players actually require bags of holding to cart off all the goodies. There's so much treasure in some modules that carrying it all is a problem.
Locking you into a particular style
Look at the 1e books. Right in the rules we have a table that states that elves and dwarves don't like eachother. Why? Other than building off of Tolkein, what possible reason is there to make dwarves and elves dislike each other part of the rules? After all, neither race covets similar resources, they don't share territory and they have no conflicting goals. Also, why should the rules dictate campaign setting to me? Shouldn't the relations between races be up to the individual DM?
Or, why should halflings be athiests? Why no halfling clerics? Balance issues? Pish. It's because the rules are trying to shoehorn players into a particular format - based on Tolkein and to a lesser extent Howard.
I'm all for rulebooks giving guidance on campaign building. That's great. But, when a particular campaign is hardwired into the rules, to the point where characters are dictated by that setting, then that's an example of poor game design.
Note, I realize the irony of the above considering how much Greyhawk appears in the 3e PHB. However, there is a difference. The Greyhawk references in the 3.5 PHB appear in two places - Gods and named spells. In the Gods section, it's specifically called out that this is only an example and can and should be changed by the DM and removing the names from spells doesn't actually have any mechanical effects. In fact, the SRD shows you can remove ALL Greyhawk campaign elements from the game and it plays exactly the same. Can the same be said for removing racial level limits?
Poorly written rules that break the game
The barbarian, the cavalier. Oh, how I loved my paladin after UA came out and I became the engine of destruction of the gods. Automatic 18/00 strength WAHOO! Never mind the spells in UA. Yummy. Or the numerous typos and misprints in the books that were only corrected in Dragon, which, if you were a young man growing up outside of the city, you could only get once in a blue moon.
Heck, I collected the Dragonlance modules. I actually had to pay for my errata. DL 5 is an entire module filled with errata of the first four modules. Now how's that for support? Stoneskin lasts until you get attacked enough according to my Player's handbook. We'd cast it days in advance and trounce the first two or three encounters of every adventure.
It wasn't until years later I found we did things wrong.