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First Edition feel with 4E rules
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<blockquote data-quote="clip" data-source="post: 5329689" data-attributes="member: 85760"><p>To me, this sounds like adjusting the game to fit a particular pattern that might be preferable (nothing wrong with that),but I don't see how it makes it old school.</p><p></p><p>Sure, wandering monsters are old school - but they're something that just doesn't work in 4e. Unless they have either absolute sacks of hps, or some kind of outstanding defence (super mobility, high AC, insubstantial) that monster is going to be toasted by a party within a round and a half. The only thing a wandering solo does is tap one or two surges off the party and slow them down a bit.</p><p></p><p>Similarly, if extended rests only restore one surge - this can only act to slow the party down and would make certain adventures impossible. Old school parties never ran out of healing in this way - quite the opposite - they were only limited by the efficacy of the party cleric.</p><p></p><p>I maintain that you can't really recreate an old school feel - but this doesn't mean you can't have throwback dungeons. Like they said in Rappan Athuk - "16 trolls and a jug of alchemy". If you put together a winding dungeon with random beasts and treasure as well as the old favourites - green slime, rust monsters, cockatrice and gelatinous cubes - that's pretty 1e.</p></blockquote><p></p>
[QUOTE="clip, post: 5329689, member: 85760"] To me, this sounds like adjusting the game to fit a particular pattern that might be preferable (nothing wrong with that),but I don't see how it makes it old school. Sure, wandering monsters are old school - but they're something that just doesn't work in 4e. Unless they have either absolute sacks of hps, or some kind of outstanding defence (super mobility, high AC, insubstantial) that monster is going to be toasted by a party within a round and a half. The only thing a wandering solo does is tap one or two surges off the party and slow them down a bit. Similarly, if extended rests only restore one surge - this can only act to slow the party down and would make certain adventures impossible. Old school parties never ran out of healing in this way - quite the opposite - they were only limited by the efficacy of the party cleric. I maintain that you can't really recreate an old school feel - but this doesn't mean you can't have throwback dungeons. Like they said in Rappan Athuk - "16 trolls and a jug of alchemy". If you put together a winding dungeon with random beasts and treasure as well as the old favourites - green slime, rust monsters, cockatrice and gelatinous cubes - that's pretty 1e. [/QUOTE]
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