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How Do Your Villains Escape?
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<blockquote data-quote="S'mon" data-source="post: 1122157" data-attributes="member: 463"><p>My (basically 1e) campaign, I guess. IME save-or-die rolls were often failed. In 1e spells like fireball had no damage cap, so a 20th level magic-user fireballed for 70 damage, 35 on a save - but had an average ca 36hp (11d4+9). Harm took all but d4 of your hp, of course. Haste always doubled attacks. To compensate for the immense power of 1e magic-users, I let high-level Fighter classes ultimately get up to 4 attacks (at 20th level), somewhat as in Basic/Expert/Masters D&D. Not a huge stretch, since 1e Paladins & cavaliers already could get 3 attacks with weapons of choice, or 6 hasted. Fighters got 5/2 with specialised weapons, 5 hasted.</p><p></p><p>Edit: To clarify, I'm thinking basically of the high-level 1e (w bits of 2e) campaigns I ran, with PCs at levels 10+. At those levels further advancement provided very few extra hp.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1122157, member: 463"] My (basically 1e) campaign, I guess. IME save-or-die rolls were often failed. In 1e spells like fireball had no damage cap, so a 20th level magic-user fireballed for 70 damage, 35 on a save - but had an average ca 36hp (11d4+9). Harm took all but d4 of your hp, of course. Haste always doubled attacks. To compensate for the immense power of 1e magic-users, I let high-level Fighter classes ultimately get up to 4 attacks (at 20th level), somewhat as in Basic/Expert/Masters D&D. Not a huge stretch, since 1e Paladins & cavaliers already could get 3 attacks with weapons of choice, or 6 hasted. Fighters got 5/2 with specialised weapons, 5 hasted. Edit: To clarify, I'm thinking basically of the high-level 1e (w bits of 2e) campaigns I ran, with PCs at levels 10+. At those levels further advancement provided very few extra hp. [/QUOTE]
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