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I'm a Fighter, not a Lover: Why the 1e Fighter was so Awesome
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<blockquote data-quote="Gus L" data-source="post: 9745570" data-attributes="member: 7045072"><p>One of the things that Snarf noted but seems slightly under-acknowledged in these responses (understandably for non-1e folks) is the degree to which early editions use magic items to increase PC power rather then stats (which of course can/are often be increased by items as well). Stats matter in 1E, but not as much as they do in later editions (saving throws for example aren't entirely stat based and there aren't usually stat based skills for example).</p><p></p><p>A second factor here is the degree that items (or their lack) increases the weaknesses of non-fighter classes. By mid level many monsters do quite large amounts of damage and hit normal ACs (7-4 say) rather often - meaning that only a fighter (or maybe a cleric) in magic armor with a lot of HP can really stand against monster attack for more then a round or two. The survivability of MU's likely goes down compared to threats as they level while Fighters may go up or at least stays the same (of course MUs become far more dangerous offensively) ... What this ultimately means is that party cooperation is encouraged in higher level play because PCs become more and more specialized. </p><p></p><p>Again - magic items emphasize these distinctions and are a core part of AD&D (especially AD&D) advancement. This itself becomes more interesting as items are one of the most frequently and easily added pieces of content for adventure designers and referees...</p></blockquote><p></p>
[QUOTE="Gus L, post: 9745570, member: 7045072"] One of the things that Snarf noted but seems slightly under-acknowledged in these responses (understandably for non-1e folks) is the degree to which early editions use magic items to increase PC power rather then stats (which of course can/are often be increased by items as well). Stats matter in 1E, but not as much as they do in later editions (saving throws for example aren't entirely stat based and there aren't usually stat based skills for example). A second factor here is the degree that items (or their lack) increases the weaknesses of non-fighter classes. By mid level many monsters do quite large amounts of damage and hit normal ACs (7-4 say) rather often - meaning that only a fighter (or maybe a cleric) in magic armor with a lot of HP can really stand against monster attack for more then a round or two. The survivability of MU's likely goes down compared to threats as they level while Fighters may go up or at least stays the same (of course MUs become far more dangerous offensively) ... What this ultimately means is that party cooperation is encouraged in higher level play because PCs become more and more specialized. Again - magic items emphasize these distinctions and are a core part of AD&D (especially AD&D) advancement. This itself becomes more interesting as items are one of the most frequently and easily added pieces of content for adventure designers and referees... [/QUOTE]
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I'm a Fighter, not a Lover: Why the 1e Fighter was so Awesome
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