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Lethality, AD&D, and 5e: Looking Back at the Deadliest Edition
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<blockquote data-quote="bloodtide" data-source="post: 9065247" data-attributes="member: 6684958"><p>This is true, but really is part of a Bigger Point: AD&D did not have the whole polished 5E encounter balance. 5E is built around four characters of X level having X number of encounters that each perfectly use x percent of the character's resources. </p><p></p><p></p><p></p><p>This was very true. The main focus and objective of AD&D was adventure. Sure, some did pure hack and slash of endless combat...but only some. The Morale rules alone could end lots of combats quick. Clever players could take actions to end fights. </p><p></p><p>Another point, not really done in 5E, is all the Gray. In 5E all encounters are "bad"....and "hostile" to the PCs. In AD&D you had a mix of good, neutral and evil encounters. some encounters might be some wandering gnomes that would help the PCs, and some where things like isolationist elves that just wanted to be left alone. As long as the PCs were not Murderhobos, they had a chance of getting past the good and neutral encounters with no combat.</p><p></p><p></p><p>Also true, but also part of a bigger point that the focus was more on adventure too. Not only were their more retreats, but there was more avoiding encounters. A LOT of players did not feel the need to hack and slash through everything. If they could avoid an encounter, they would. And the Morale rules came in here, and again clever players could end fights quick with some actions. A typical one was "take out the leader" for a lot of humanoids and social monsters: you kill the Alpha there is a good chance the pack scatters. PCs also were quite willing to run from a fight that was going bad.</p><p></p><p></p><p>True enough, though I'd say it was more Common Sense. Character Death made players careful. When they would encounter a rope bridge over a gouge they would be aware that it was a great place for an ambush and take some actions to be ready for it. More then one adventure had an "on the edge" encounter, where foes would try to knock PC off a cliff or into acid pools or such. 5E does not even come close to such encounters. </p><p></p><p>Another huge point is AD&D had a LOT more negative effects. Poisons, curses, sickness, magical effects and more. Plus, loosing limbs. And, for the most part, few could be taken care of on the adventure. If your character got cursed by an Evil Altar effect, your buddy cleric could NOT just cast the 'remove curse' reset button. Sure he could remove a curse cast by a goblin wokai, but not an ancient temple of evil. AD&D had a LOT of negative effects that could hit PC, and even more so for dungeon adventures. </p><p></p><p>5E, of course, has very little "negative" anything. And even should a PC get effected by anything, there is a quick easy button fix. And few players feel the need to be careful in 5E, and they can dance through any encounter and not fear character death, any negative effects or any type of loss.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9065247, member: 6684958"] This is true, but really is part of a Bigger Point: AD&D did not have the whole polished 5E encounter balance. 5E is built around four characters of X level having X number of encounters that each perfectly use x percent of the character's resources. This was very true. The main focus and objective of AD&D was adventure. Sure, some did pure hack and slash of endless combat...but only some. The Morale rules alone could end lots of combats quick. Clever players could take actions to end fights. Another point, not really done in 5E, is all the Gray. In 5E all encounters are "bad"....and "hostile" to the PCs. In AD&D you had a mix of good, neutral and evil encounters. some encounters might be some wandering gnomes that would help the PCs, and some where things like isolationist elves that just wanted to be left alone. As long as the PCs were not Murderhobos, they had a chance of getting past the good and neutral encounters with no combat. Also true, but also part of a bigger point that the focus was more on adventure too. Not only were their more retreats, but there was more avoiding encounters. A LOT of players did not feel the need to hack and slash through everything. If they could avoid an encounter, they would. And the Morale rules came in here, and again clever players could end fights quick with some actions. A typical one was "take out the leader" for a lot of humanoids and social monsters: you kill the Alpha there is a good chance the pack scatters. PCs also were quite willing to run from a fight that was going bad. True enough, though I'd say it was more Common Sense. Character Death made players careful. When they would encounter a rope bridge over a gouge they would be aware that it was a great place for an ambush and take some actions to be ready for it. More then one adventure had an "on the edge" encounter, where foes would try to knock PC off a cliff or into acid pools or such. 5E does not even come close to such encounters. Another huge point is AD&D had a LOT more negative effects. Poisons, curses, sickness, magical effects and more. Plus, loosing limbs. And, for the most part, few could be taken care of on the adventure. If your character got cursed by an Evil Altar effect, your buddy cleric could NOT just cast the 'remove curse' reset button. Sure he could remove a curse cast by a goblin wokai, but not an ancient temple of evil. AD&D had a LOT of negative effects that could hit PC, and even more so for dungeon adventures. 5E, of course, has very little "negative" anything. And even should a PC get effected by anything, there is a quick easy button fix. And few players feel the need to be careful in 5E, and they can dance through any encounter and not fear character death, any negative effects or any type of loss. [/QUOTE]
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