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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Finally Played Shadowdark
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<blockquote data-quote="Mannahnin" data-source="post: 9733412" data-attributes="member: 7026594"><p>In my experience the early levels of old school games mostly require cautious play, but you can pick your spots to be a little more aggressive. And once you have a 2-3 levels under your belt you're <em>usually </em>not in danger of being dropped by a single round of hits by most opponents, so you can play a bit more bold. </p><p></p><p>Once you get into the mid levels you can often do a lot of butt-kicking, but the occasional incidence of level drain, save or die poison, or dragons breath keep you from getting too complacent. As a DM I find the art with those dangers is telegraphing and signposting them. But it's good to make Neutralize Poison/antivenom available too.</p><p></p><p>I think my games usually include "big adventure, epic battles, glorious treasure". But qualitative adjectives are in the eye of the beholder (or on the tongue of the applier). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>The final encounter of the last OSE convention game I ran involved the party of 5 PCs interrupting a ceremony by three evil priests and a higher level witch/M-U trying to summon/awaken a fallen angel, meatshielded by about twenty cultists. The PCs were 4th level and managed to defeat all the enemies, with some judicious play and a bit of luck. I DID give the fighter-types the Sweep rule, so they were throwing 4 attacks per round against the cultists. The Thief with Ring of Invisibility and Pouch of Summoning Skeletons (which he had pickpocketed off the witch earlier in the adventure) was a key player.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9733412, member: 7026594"] In my experience the early levels of old school games mostly require cautious play, but you can pick your spots to be a little more aggressive. And once you have a 2-3 levels under your belt you're [I]usually [/I]not in danger of being dropped by a single round of hits by most opponents, so you can play a bit more bold. Once you get into the mid levels you can often do a lot of butt-kicking, but the occasional incidence of level drain, save or die poison, or dragons breath keep you from getting too complacent. As a DM I find the art with those dangers is telegraphing and signposting them. But it's good to make Neutralize Poison/antivenom available too. I think my games usually include "big adventure, epic battles, glorious treasure". But qualitative adjectives are in the eye of the beholder (or on the tongue of the applier). :) The final encounter of the last OSE convention game I ran involved the party of 5 PCs interrupting a ceremony by three evil priests and a higher level witch/M-U trying to summon/awaken a fallen angel, meatshielded by about twenty cultists. The PCs were 4th level and managed to defeat all the enemies, with some judicious play and a bit of luck. I DID give the fighter-types the Sweep rule, so they were throwing 4 attacks per round against the cultists. The Thief with Ring of Invisibility and Pouch of Summoning Skeletons (which he had pickpocketed off the witch earlier in the adventure) was a key player. [/QUOTE]
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