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Has D&D become too...D&Dish?
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<blockquote data-quote="Imp" data-source="post: 2903110" data-attributes="member: 40094"><p>I don't remember actually bookkeeping much of Fireball's damage vs. items (or really ever using that little item saving throw table at all), but there were lots of traps and monsters that ripped up your items, that beastly training costs system (gods forbid you should have tried to follow that as written if you were a thief), and a general emphasis on "adventure hard, live fast, blow through cash" that showed up in a number of cost-per-week guidelines I remember. Have thieves make off with the party's treasure! Oh, yeah, and then there were the strongholds. Those were expensive, and the way things were written they were kind of a default goal for characters, not like now. When I played AD&D <em>I</em> wanted strongholds more often than not! Or at least a ship or a little dungeon for my thief to secret his cache, cash, whatever in. PCs got rich, and there were lots of magic items - a 7th-level AD&D fighter was way more item-rich than his 3e counterpart usually. But they were not at all encouraged by the rules to focus their "magic item wealth" into particular objects and properties they'd find advantageous. You walked around with that +1 longsword, +1 dagger, +4 vs. giants, and that +2 morningstar because that's what you found. shrug.</p></blockquote><p></p>
[QUOTE="Imp, post: 2903110, member: 40094"] I don't remember actually bookkeeping much of Fireball's damage vs. items (or really ever using that little item saving throw table at all), but there were lots of traps and monsters that ripped up your items, that beastly training costs system (gods forbid you should have tried to follow that as written if you were a thief), and a general emphasis on "adventure hard, live fast, blow through cash" that showed up in a number of cost-per-week guidelines I remember. Have thieves make off with the party's treasure! Oh, yeah, and then there were the strongholds. Those were expensive, and the way things were written they were kind of a default goal for characters, not like now. When I played AD&D [i]I[/i] wanted strongholds more often than not! Or at least a ship or a little dungeon for my thief to secret his cache, cash, whatever in. PCs got rich, and there were lots of magic items - a 7th-level AD&D fighter was way more item-rich than his 3e counterpart usually. But they were not at all encouraged by the rules to focus their "magic item wealth" into particular objects and properties they'd find advantageous. You walked around with that +1 longsword, +1 dagger, +4 vs. giants, and that +2 morningstar because that's what you found. shrug. [/QUOTE]
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