D&D General Horror is hard

No one has a silver or magic weapon was the usual.

But that led frustration, not fear.
Different strokes, but silver weapons were in the fighters hand and thief's quiver by third level and +1 weapon (even a lowly dagger) was common enough someone has one by 4th or 5th. Then again, we also knew you needed +X weapons to fight those things so we didn't tend to toss them at unprepared characters until they got a few on their belts...
 

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Different strokes, but silver weapons were in the fighters hand and thief's quiver by third level and +1 weapon (even a lowly dagger) was common enough someone has one by 4th or 5th. Then again, we also knew you needed +X weapons to fight those things so we didn't tend to toss them at unprepared characters until they got a few on their belts...
My most vivid memories of wights in 1st edition use one as a boss in a level 1-3 dungeon, with a single silver dagger to fight it with. I think I saw that a couple of times.

But if someone got level drained, it fell to the DM to provide a way to reverse it - otherwise the game aint fun for the players, and it was hard enough to persuade people to play without giving them a miserable time. Much the same as when someone got their mind wiped by an intellect devourer playing 5.0 last year.
 
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No it's not, being annoyed/frustrated is a very different emotion from being scared.
What difference does it make what word is used to label it in a discussion about the impact of having/,not having those monsters equipped with abilities that cause it? That sounds like an irrelivant distinction or a total confirmation demonstrating the problem 5e created. Either you found the still credible monsters like the ghoul Ghast eight wraith rust monster beholder & do on $WORD:
  • and changed how players played their PC
    • In the first case the "$WORD" choice used to label it is irrelevant because the gm was able to choose monsters that had an effect on play.
  • And they didn't care and played exactly the same totally unconcerned about the risk regardless of how much the gm tried to telegraph it
    • In the second... the fact that a player felt $WORD as a result of the GM's chioce of monsters & efforts to telegraph risk was an entirely irrelevant thing with zero impact on play & there was no reason for monster design to be depowered to remove consequence & risk from the GM's toolbox in service of playerswith such an extreme lack of concern that no GMis incapable of conveying anything to a player who refuses to acknowledge any attempt to telegraph risk other than "✋ SPEAK TO THE HAND! LEEEEREROOOOYYYYYYY JEEEEENNNNKKKIIIINNNNNNSSSS✋". Such a 5e style depowering of monsters is just servicing a player who is squarely in the bullseye for the "find better players" mantra.
What matters is the impact on play and the GM's ability to use those monsters in an adventure to impact player behavior.
 


I don't think 3.5 qualifies for OS. As for players being afraid or annoyed, it's table dependent. People i played with, they preferred TPK over losing levels, losing items or losing stats. TPK gives blank slate start. Losing level, specially when leveling was still xp based and given mostly for wining encounters, was slow downward spiral. We cared about our characters cause we would spend hours creating them. Combing trough splat books to find that nice combo of race, feats and classes that matched our character concept.

If players don't care about what happens to characters, NPCs, world itself, only thing you can do is run regular old D&D with spooky coat of paint on it.
 

All the difference in the world. the thread title is about HORROR. You created another thread to complain about 5.5 not being as deadly as you would like.
No, you are addressing that criticism to the wrong poster. the post I quoted was an entirely subjective personal distinction refuting a partially quoted post about how previously scary monsters had an impact on play.
"It's not scary it's frustrating" is a pointless distinction unless it can be delivered in combination with a description of how it impacts play differently. Everyone seems to agree or accept that the old $WORD monsters prior to 5e very much had an impact on play with nobody trying to claim the less mechanically $WORD 5e monsters having that same level of effect on play
 

"It's not scary it's frustrating" is a pointless distinction unless it can be delivered in combination with a description of how it impacts play differently.
You are talking about the sort of emotion that you feel when you are trying to defeat a difficult boss in a video game. It's frustrating if you keep dying and have to start again from the beginning, it's exciting if you win. And people have different thresholds for frustrating.

But it has nothing whatsoever to do with horror. The fact that you were responding to someone else who bought into your strawman make your answer more of a strawman, not less.
 

You are talking about the sort of emotion that you feel when you are trying to defeat a difficult boss in a video game. It's frustrating if you keep dying and have to start again from the beginning, it's exciting if you win. And people have different thresholds for frustrating.

But it has nothing whatsoever to do with horror. The fact that you were responding to someone else who bought into your strawman make your answer more of a strawman, not less.
That's a pretty shark but I'm not interested in jumping that ramp over it in service of the pointless "frustrating" point.

Players behaving differently and showing more cautious self preservation in their actions as a result of stand out monsters with scary mechanical teeth is absolutely part of "horror". Even if players don't do any of that, those mechanical teeth were very much capable of leaving a mark that changed behavior through stst damage that needed recovery eventual negative levels and possibly even PC death/tpk it was still part of "horror"
 

No one has a silver or magic weapon was the usual.

But that led frustration, not fear.
You need to go back multiple editions to 1989 when 2e came out for wights & such that needed silver/+1 weapons to hurt. Unless you are trying to claim that the 2014/2024 5e wights & such depowered the still effective 3.x version as a reaction to 2e I'm not sure why this hill is coming up when the "don't have silvered weapon" hurdle was already removed without removing the monster's functional role like 5e did.
 

What difference does it make what word is used to label it in a discussion about the impact of having/,not having those monsters equipped with abilities that cause it? That sounds like an irrelivant distinction or a total confirmation demonstrating the problem 5e created. Either you found the still credible monsters like the ghoul Ghast eight wraith rust monster beholder & do on $WORD:
  • and changed how players played their PC
    • In the first case the "$WORD" choice used to label it is irrelevant because the gm was able to choose monsters that had an effect on play.
  • And they didn't care and played exactly the same totally unconcerned about the risk regardless of how much the gm tried to telegraph it
    • In the second... the fact that a player felt $WORD as a result of the GM's chioce of monsters & efforts to telegraph risk was an entirely irrelevant thing with zero impact on play & there was no reason for monster design to be depowered to remove consequence & risk from the GM's toolbox in service of playerswith such an extreme lack of concern that no GMis incapable of conveying anything to a player who refuses to acknowledge any attempt to telegraph risk other than "✋ SPEAK TO THE HAND! LEEEEREROOOOYYYYYYY JEEEEENNNNKKKIIIINNNNNNSSSS✋". Such a 5e style depowering of monsters is just servicing a player who is squarely in the bullseye for the "find better players" mantra.
What matters is the impact on play and the GM's ability to use those monsters in an adventure to impact player behavior.

The game can be many things to many people. But the main thing it needs to be doesn't change.

It needs to be a game people enjoy spending their time playing.
 

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