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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="Mannahnin" data-source="post: 9753721" data-attributes="member: 7026594"><p>One thing which actually helps is that there are only Cure Light at 1st and Cure Serious at 4th in the core rules. So even if you try to make a 1E Cleric a healbot he's forced to take other spells in his 2nd and 3rd level slots, and can get some utility and/or offense (like Hold Person, which we used to call the "cleric gun").</p><p></p><p></p><p>You can get even lower than that. Don't forget Cloak of Displacement (extra -2) and boots of speed situationally (another -2, dependent on DM's interpretation of what "in combat situations where movement of this sort is possible" means).</p><p></p><p>I deep-dived on this last year and found the <a href="https://www.enworld.org/threads/how-do-you-play-an-illusionist.704343/post-9355674" target="_blank">lowest ACs generally possible in 1E to be -15 armored or -14 unarmore</a>d. <em>Without </em>a defender sword. Of course, those are assuming an 18 Dex and the best possible items, so would be exceedingly rare.</p><p></p><p></p><p>Absolutely.</p><p></p><p>One common error people make when trying to determine how much treasure or how many magic items are "standard" in old school D&D is just extrapolating from the tables. Gary specifically instructs us in OD&D that the most important treasures (consisting of "various magic items and large amounts of wealth in the form of gems and jewelry") are supposed to be "thoughtfully placed" on each dungeon level before doing random stocking of the remainder of the level using the tables.</p><p></p><p>In AD&D (see DMG 91-92) he gave conservative advice about not overdoing it and being too generous, but this has to be taken in context. First, as he and other TSR figures like Tim Kask and Frank Mentzer have written, they thought of AD&D functionally as a continuation of OD&D and wrote with the assumption that readers already knew the OD&D instructions. Second, AD&D codified and gave xp values for all magic items, as opposed to OD&D which only gave a handful of examples. So Gary was again giving this stingier advice with the assumption that PCs would be more reliably getting xp for items.</p><p></p><p></p><p>I saw people use the -10 limit as a house rule in 1E, but it didn't become an official rule until 2D, as far as I can determine.</p><p></p><p></p><p>Not generally. A robe IS clothing. Like pants and a shirt in one, but looser. People wearing robes (like priests or M-Us) routinely wouldn't be wearing them over other clothes, except their underwear. Though you might wear some kind of hose under your robes if it's particularly cold, similar to us wearing long underwear today.</p><p></p><p>Wearing a cloak over it, especially in cold weather or rain would be standard practice, just like wearing a cloak over whatever other day to day outfit you wear.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9753721, member: 7026594"] One thing which actually helps is that there are only Cure Light at 1st and Cure Serious at 4th in the core rules. So even if you try to make a 1E Cleric a healbot he's forced to take other spells in his 2nd and 3rd level slots, and can get some utility and/or offense (like Hold Person, which we used to call the "cleric gun"). You can get even lower than that. Don't forget Cloak of Displacement (extra -2) and boots of speed situationally (another -2, dependent on DM's interpretation of what "in combat situations where movement of this sort is possible" means). I deep-dived on this last year and found the [URL='https://www.enworld.org/threads/how-do-you-play-an-illusionist.704343/post-9355674']lowest ACs generally possible in 1E to be -15 armored or -14 unarmore[/URL]d. [I]Without [/I]a defender sword. Of course, those are assuming an 18 Dex and the best possible items, so would be exceedingly rare. Absolutely. One common error people make when trying to determine how much treasure or how many magic items are "standard" in old school D&D is just extrapolating from the tables. Gary specifically instructs us in OD&D that the most important treasures (consisting of "various magic items and large amounts of wealth in the form of gems and jewelry") are supposed to be "thoughtfully placed" on each dungeon level before doing random stocking of the remainder of the level using the tables. In AD&D (see DMG 91-92) he gave conservative advice about not overdoing it and being too generous, but this has to be taken in context. First, as he and other TSR figures like Tim Kask and Frank Mentzer have written, they thought of AD&D functionally as a continuation of OD&D and wrote with the assumption that readers already knew the OD&D instructions. Second, AD&D codified and gave xp values for all magic items, as opposed to OD&D which only gave a handful of examples. So Gary was again giving this stingier advice with the assumption that PCs would be more reliably getting xp for items. I saw people use the -10 limit as a house rule in 1E, but it didn't become an official rule until 2D, as far as I can determine. Not generally. A robe IS clothing. Like pants and a shirt in one, but looser. People wearing robes (like priests or M-Us) routinely wouldn't be wearing them over other clothes, except their underwear. Though you might wear some kind of hose under your robes if it's particularly cold, similar to us wearing long underwear today. Wearing a cloak over it, especially in cold weather or rain would be standard practice, just like wearing a cloak over whatever other day to day outfit you wear. [/QUOTE]
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I'm a Fighter, not a Lover: Why the 1e Fighter was so Awesome
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