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Lethality, AD&D, and 5e: Looking Back at the Deadliest Edition
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9067773" data-attributes="member: 7023840"><p>A few things.</p><p></p><p>An ogre doesn't have the strength of a "very strong human." It has the strength of the strongest human; 18/00. </p><p></p><p>If a potion happens to be in a metal flask, then a save is made because it is a metal container. There is the entire metal saving throw matrix as well. It would certainly be prudent for an adventuring party to invest in metal flasks for potions. Do note that in the unusual situation when the typical party encounters a potion in a metal flask, the DM would not start by describing the color.</p><p></p><p>Yes, you most certainly should force item saving throws on the monsters and items in rooms occupied by monsters. After all, if you're going around and trying to fireball your way to victory, don't be surprised if you lose a lot of the treasure you were hoping for. </p><p></p><p>The reason that the Paladin's 10 item restriction is a major restriction is because 4 of the 10 items were <em>weapons</em>. Given that they were also allowed only 1 shield and 1 armor, that meant that the Paladin was restricted to 4 other magic items total. It was fairly standard in early D&D for fighters (and fighter subclasses) to have multiple magic weapons. </p><p></p><p>Finally, the reason most people call AD&D "low magic" has little to do with magic items, and everything to do with <em>character abilities</em>. Sure, there were a fair number of magic items (especially if you're into counting stats and simply sum up all of the ubiquitous +1 long and short swords in each module). But the reason it seems low magic <em>compared to later editions </em>is that it lacks cantrips and other character abilities that were constantly used as spells, and that while magic items (especially +1 and +2 items) were certainly ubiquitous, there was not an assumption of magic item shops to customize your character (the GP sale value was for <em>sale by the characters only</em> if they chose not to retain it).</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9067773, member: 7023840"] A few things. An ogre doesn't have the strength of a "very strong human." It has the strength of the strongest human; 18/00. If a potion happens to be in a metal flask, then a save is made because it is a metal container. There is the entire metal saving throw matrix as well. It would certainly be prudent for an adventuring party to invest in metal flasks for potions. Do note that in the unusual situation when the typical party encounters a potion in a metal flask, the DM would not start by describing the color. Yes, you most certainly should force item saving throws on the monsters and items in rooms occupied by monsters. After all, if you're going around and trying to fireball your way to victory, don't be surprised if you lose a lot of the treasure you were hoping for. The reason that the Paladin's 10 item restriction is a major restriction is because 4 of the 10 items were [I]weapons[/I]. Given that they were also allowed only 1 shield and 1 armor, that meant that the Paladin was restricted to 4 other magic items total. It was fairly standard in early D&D for fighters (and fighter subclasses) to have multiple magic weapons. Finally, the reason most people call AD&D "low magic" has little to do with magic items, and everything to do with [I]character abilities[/I]. Sure, there were a fair number of magic items (especially if you're into counting stats and simply sum up all of the ubiquitous +1 long and short swords in each module). But the reason it seems low magic [I]compared to later editions [/I]is that it lacks cantrips and other character abilities that were constantly used as spells, and that while magic items (especially +1 and +2 items) were certainly ubiquitous, there was not an assumption of magic item shops to customize your character (the GP sale value was for [I]sale by the characters only[/I] if they chose not to retain it). [/QUOTE]
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Lethality, AD&D, and 5e: Looking Back at the Deadliest Edition
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