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*TTRPGs General
In the PDF age all adventures should be compatible with all editions
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<blockquote data-quote="Hussar" data-source="post: 5698961" data-attributes="member: 22779"><p>Smarter people than me have already named a couple, but, I like lists, so, I'll see how many things I can point to, repeating a ones that have already been mentioned:</p><p></p><p>1. Base party assumptions. 4 PC's for 3e, 5 for 4e and 6-8 for AD&D. This makes for huge variation in the power of groups. Yes, a 1e character is arguably weaker than his 4e counterpart, but, there's significantly more PC's in the group, with the very real possibility of henchmen and the like adding still more.</p><p></p><p>2. Power level differences. The creatures do not scale linearly with the PC's between editions. 1e versions of PC's again, might be weaker than their 4e equivalent, but the monsters are significantly weaker relative to the PC's. There's a reason you could throw fifteen orcs at a low level 1e party and expect them to win through whereas that same encounter in 3e would be an instant death sentence.</p><p></p><p>3. Available options. 4e characters don't have access to some things like travel magic (3e) or long term invisibility (AD&D) which can radically change how an adventure runs. Sneaking through an orc camp is a skill challenge for a 4e party, it's a single Invisibility 10' Radius spell for a 1e party.</p><p></p><p>4. Differing goals. The goal of the PC's in various editions is different. In 4e, the encounter is the base unit of the adventure. Everything is about the encounter and PC's can generally regain most of their resources between encounters relatively easily. 1e character's lack the magical resources of a 3e party (no healing sticks and clerics are severely limited with healing) and have no realistic way of regaining resources without retreating and resting. Time based adventures have to take these things into account. A one or two day time limit might be enough for a 4e or 3e party with magical healing, but the 1e party is seriously handicapped.</p><p></p><p>That's 4 off the top of my head.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5698961, member: 22779"] Smarter people than me have already named a couple, but, I like lists, so, I'll see how many things I can point to, repeating a ones that have already been mentioned: 1. Base party assumptions. 4 PC's for 3e, 5 for 4e and 6-8 for AD&D. This makes for huge variation in the power of groups. Yes, a 1e character is arguably weaker than his 4e counterpart, but, there's significantly more PC's in the group, with the very real possibility of henchmen and the like adding still more. 2. Power level differences. The creatures do not scale linearly with the PC's between editions. 1e versions of PC's again, might be weaker than their 4e equivalent, but the monsters are significantly weaker relative to the PC's. There's a reason you could throw fifteen orcs at a low level 1e party and expect them to win through whereas that same encounter in 3e would be an instant death sentence. 3. Available options. 4e characters don't have access to some things like travel magic (3e) or long term invisibility (AD&D) which can radically change how an adventure runs. Sneaking through an orc camp is a skill challenge for a 4e party, it's a single Invisibility 10' Radius spell for a 1e party. 4. Differing goals. The goal of the PC's in various editions is different. In 4e, the encounter is the base unit of the adventure. Everything is about the encounter and PC's can generally regain most of their resources between encounters relatively easily. 1e character's lack the magical resources of a 3e party (no healing sticks and clerics are severely limited with healing) and have no realistic way of regaining resources without retreating and resting. Time based adventures have to take these things into account. A one or two day time limit might be enough for a 4e or 3e party with magical healing, but the 1e party is seriously handicapped. That's 4 off the top of my head. [/QUOTE]
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