Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Experience Points & Leveling: A Brief Primer on XP in the 1e DMG, and Why It Still Matters
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Helldritch" data-source="post: 8255797" data-attributes="member: 6855114"><p>And you do the same. However how many groups have you played with? For me it's well over a hundred different groups/people (and yes I am counting tournaments) Hold person was a great spell with 1-4 targets with the added bonuses of having a -1 to save for two targets or a -3 for opting to have only one target. It was a save and suck spell that could easily tip the battle. Did they have dozens of them? nope. One or two was usually enough. Even wizards would use it. As the most dangerous opponents were not humanoids, but evil NPC groups!</p><p></p><p>Most cleric were second line fighters guarding the back of the group. High AC, relatively good HP (even if average HP was not a guarantee, a high roll could be there, a low roll was not an automatic thing. The laws of probabilities still apply mate). TClerics could usually hold their own if push came to shove. A good mace was always a plus, especially if it was magical.</p><p></p><p>As for percentile strength...</p><p>No they were not common. That is why spells such as Strength were there for. When your fighter does not have a high strength score (in 1ed that is at least 18.76) then that spell was a must. With that in mind, having the characters find gauntlets of ogres' power was not something so rare and very often, a girdle of giant strength could be found. A lot of the gold savings of a fighter was to gain magical items that would enhance his strength or his AC. Except that these were obtained through high level magic user that would require a quest from the petitioner. More than once have I seen a fighter pick up a wand or rod as his share of treasure to trade such an item to a high level wizard to get gauntlets of ogres' strength or a girdle of giant strength. (I also saw girdles of dwarven kind being sought after...)</p><p></p><p>As for the spell slow poison. Yes it was a very essential spell. But at a bit higher levels, neutralize poison would be the go to unless the group would be very friendly with an alchemist that could provide Keogtom's ointment or simply bought/created scolls of Neutralize poison (depending on the level).</p><p></p><p>Around level 5, summon monster strategies would start to appear. Summon monsters, make them rush into all pit traps and open all chests and voilà! Thief is now safe. Unfortunately, this strat was also a bit dependent on luck as you would need humanoids to open doors... But it was a sound enough strat to be used. The duration was relatively short, (usually 2 round +1 round per level or so) but when players suspected that a corridor was too long for its own good... you get the picture. Also, spells such as Bless, chant, prayer or aid (UA, so this one was a bit late but those that had access to it would use it) could also help the thief do its job. Chant was especially good as it could last a long, long time (in fact, as long as the cleric kept chanting...) This meant that if the group was almost sure that the level/sector/area had been cleared, the cleric could chant to give the thief a nice bonus to save.</p><p></p><p>It is easy to dismiss the "experience" of others. But with so many people using the same strategies over the years, I do think that my "experience" of what I have seen and heard about over the years was not so far off of what was actually played.</p><p></p><p>One last note: Rings of protections could be passed along as "attunement" was not a thing. The thief would receive these items when doing checks. The most valuables were of course the +3 variety but the +1 and +2 were also not that rare (almost every published adventures features at least one). A fetish of proof against poison was also a highly sought item.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8255797, member: 6855114"] And you do the same. However how many groups have you played with? For me it's well over a hundred different groups/people (and yes I am counting tournaments) Hold person was a great spell with 1-4 targets with the added bonuses of having a -1 to save for two targets or a -3 for opting to have only one target. It was a save and suck spell that could easily tip the battle. Did they have dozens of them? nope. One or two was usually enough. Even wizards would use it. As the most dangerous opponents were not humanoids, but evil NPC groups! Most cleric were second line fighters guarding the back of the group. High AC, relatively good HP (even if average HP was not a guarantee, a high roll could be there, a low roll was not an automatic thing. The laws of probabilities still apply mate). TClerics could usually hold their own if push came to shove. A good mace was always a plus, especially if it was magical. As for percentile strength... No they were not common. That is why spells such as Strength were there for. When your fighter does not have a high strength score (in 1ed that is at least 18.76) then that spell was a must. With that in mind, having the characters find gauntlets of ogres' power was not something so rare and very often, a girdle of giant strength could be found. A lot of the gold savings of a fighter was to gain magical items that would enhance his strength or his AC. Except that these were obtained through high level magic user that would require a quest from the petitioner. More than once have I seen a fighter pick up a wand or rod as his share of treasure to trade such an item to a high level wizard to get gauntlets of ogres' strength or a girdle of giant strength. (I also saw girdles of dwarven kind being sought after...) As for the spell slow poison. Yes it was a very essential spell. But at a bit higher levels, neutralize poison would be the go to unless the group would be very friendly with an alchemist that could provide Keogtom's ointment or simply bought/created scolls of Neutralize poison (depending on the level). Around level 5, summon monster strategies would start to appear. Summon monsters, make them rush into all pit traps and open all chests and voilà! Thief is now safe. Unfortunately, this strat was also a bit dependent on luck as you would need humanoids to open doors... But it was a sound enough strat to be used. The duration was relatively short, (usually 2 round +1 round per level or so) but when players suspected that a corridor was too long for its own good... you get the picture. Also, spells such as Bless, chant, prayer or aid (UA, so this one was a bit late but those that had access to it would use it) could also help the thief do its job. Chant was especially good as it could last a long, long time (in fact, as long as the cleric kept chanting...) This meant that if the group was almost sure that the level/sector/area had been cleared, the cleric could chant to give the thief a nice bonus to save. It is easy to dismiss the "experience" of others. But with so many people using the same strategies over the years, I do think that my "experience" of what I have seen and heard about over the years was not so far off of what was actually played. One last note: Rings of protections could be passed along as "attunement" was not a thing. The thief would receive these items when doing checks. The most valuables were of course the +3 variety but the +1 and +2 were also not that rare (almost every published adventures features at least one). A fetish of proof against poison was also a highly sought item. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Experience Points & Leveling: A Brief Primer on XP in the 1e DMG, and Why It Still Matters
Top