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General Tabletop Discussion
D&D Older Editions
Giving an AD&D feel to 5e
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<blockquote data-quote="Sacrosanct" data-source="post: 8239638" data-attributes="member: 15700"><p>If two longsword hits in your game do 19 points of damage, then I suspect you're playing monty haul D&D anyway, which explains a lot about your position.</p><p></p><p>Here is just one room in G1 (one of the modules you listed):</p><p>[ATTACH=full]135153[/ATTACH]</p><p></p><p>And that's not factoring in the other 25 giants and 14 dire wolves that are also down the hall. That's just the upper level.</p><p></p><p>Just perhaps you weren't expected to fight them all in standard combat <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite24" alt=":unsure:" title="Unsure :unsure:" loading="lazy" data-shortname=":unsure:" /> Half of the NPCs in the back had less than 60hp themselves.</p><p></p><p>No, just because a monster was in a module didn't mean you had to leap in and fight it. Not only is that flawed, it's the antithesis of how 1e was designed. I already provided you a quote from the DMG that advised what to do with players who always go to combat first. And one only has to look at how the rules actually worked to clearly see how taking a combat always approach would result in dead PCs left and right (and many died anyway).</p><p></p><p>Look at the moathouse in T1. That's a first level adventure. Poisonous snakes, blood draining ticks, paralyzing ghouls, deadly green slimes, and a final boss who ruined your day with one hold person spell. That's not even counting the toughness of the mundane foes in that. So when you look at how many hp PCs had, how much damage they were looking at, and save or die (not save or keep saving like 5e) with chances being you failed a saving throw if you had to make one, it is abundantly clear that the game was never designed to have every encounter fought. Even if you refuse to look at the rules or listen to me, the people who created the game said as much, and frequently. It's also basic human nature to look at the risk of something, the reward of something, and figure out that most of the reward was for things other than putting your PCs at risk by trying to fight everything, so why put your PCs at risk when you only got little reward for great threat?</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 8239638, member: 15700"] If two longsword hits in your game do 19 points of damage, then I suspect you're playing monty haul D&D anyway, which explains a lot about your position. Here is just one room in G1 (one of the modules you listed): [ATTACH type="full" alt="1617631678488.png"]135153[/ATTACH] And that's not factoring in the other 25 giants and 14 dire wolves that are also down the hall. That's just the upper level. Just perhaps you weren't expected to fight them all in standard combat :unsure: Half of the NPCs in the back had less than 60hp themselves. No, just because a monster was in a module didn't mean you had to leap in and fight it. Not only is that flawed, it's the antithesis of how 1e was designed. I already provided you a quote from the DMG that advised what to do with players who always go to combat first. And one only has to look at how the rules actually worked to clearly see how taking a combat always approach would result in dead PCs left and right (and many died anyway). Look at the moathouse in T1. That's a first level adventure. Poisonous snakes, blood draining ticks, paralyzing ghouls, deadly green slimes, and a final boss who ruined your day with one hold person spell. That's not even counting the toughness of the mundane foes in that. So when you look at how many hp PCs had, how much damage they were looking at, and save or die (not save or keep saving like 5e) with chances being you failed a saving throw if you had to make one, it is abundantly clear that the game was never designed to have every encounter fought. Even if you refuse to look at the rules or listen to me, the people who created the game said as much, and frequently. It's also basic human nature to look at the risk of something, the reward of something, and figure out that most of the reward was for things other than putting your PCs at risk by trying to fight everything, so why put your PCs at risk when you only got little reward for great threat? [/QUOTE]
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