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Lethality, AD&D, and 5e: Looking Back at the Deadliest Edition
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<blockquote data-quote="Voadam" data-source="post: 9066271" data-attributes="member: 2209"><p>That is a bit of a change in the basic line.</p><p></p><p>In Moldvay B/X it says:</p><p></p><p>Protection from Evil Range: 0 (caster only)</p><p>Duration: 12 turns</p><p>This spell circles the cleric with a magic barrier. This barrier will move with the caster. The spell serves as some protection from "evil" attacks (attacks by monsters of some alignment other than the cleric's alignment) by adding 1 to the clerics' saving throws, and subtracting 1 from the "to hit" die roll of these opponents. The spell will also keep out hand-to-hand attacks from <strong>enchanted (summoned or created) monsters (such as living statues)</strong>, but not missile fire attacks from these creatures (see COMBAT). The cleric may break this protection by attacking the monster in hand-to-hand combat, but still gains the bonus "to hit" and saves.</p><p></p><p>Which is different from the BECMI and RC enchanted creature definition. From RC:</p><p></p><p>"In addition, enchanted creatures cannot even touch the cleric! (An enchanted creature is one that normal weapons will not affect, one which only magical weapons can hit. A creature that can only be hit by a silver weapon—a werewolf, for example—is not an enchanted creature. Any creature that is magically summoned or controlled, such as a charmed character, is also considered to be an enchanted creature.)"</p><p></p><p>So in B/X animate dead created skeletons and zombies would be hedged out, but not wraiths or such while in BECMI and RC it was the reverse.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9066271, member: 2209"] That is a bit of a change in the basic line. In Moldvay B/X it says: Protection from Evil Range: 0 (caster only) Duration: 12 turns This spell circles the cleric with a magic barrier. This barrier will move with the caster. The spell serves as some protection from "evil" attacks (attacks by monsters of some alignment other than the cleric's alignment) by adding 1 to the clerics' saving throws, and subtracting 1 from the "to hit" die roll of these opponents. The spell will also keep out hand-to-hand attacks from [B]enchanted (summoned or created) monsters (such as living statues)[/B], but not missile fire attacks from these creatures (see COMBAT). The cleric may break this protection by attacking the monster in hand-to-hand combat, but still gains the bonus "to hit" and saves. Which is different from the BECMI and RC enchanted creature definition. From RC: "In addition, enchanted creatures cannot even touch the cleric! (An enchanted creature is one that normal weapons will not affect, one which only magical weapons can hit. A creature that can only be hit by a silver weapon—a werewolf, for example—is not an enchanted creature. Any creature that is magically summoned or controlled, such as a charmed character, is also considered to be an enchanted creature.)" So in B/X animate dead created skeletons and zombies would be hedged out, but not wraiths or such while in BECMI and RC it was the reverse. [/QUOTE]
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Lethality, AD&D, and 5e: Looking Back at the Deadliest Edition
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