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Lethality, AD&D, and 5e: Looking Back at the Deadliest Edition
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<blockquote data-quote="Mannahnin" data-source="post: 9069482" data-attributes="member: 7026594"><p>Good post. Nice overview of your experience.</p><p></p><p></p><p>1. Yeah, save or die was big. Poison, or stuff like Hold spells in combat which take you completely out and may let an enemy give you a coup de grace before anyone can help you.</p><p></p><p>2. We adopted max HP at first level pretty quickly, but yeah, lower HP in general, especially since you needed a 15 or better to get any Con bonus at all.</p><p></p><p>3. Is something a lot of folks don't realize. We didn't use a lot of modules, ourselves. Most of our DMs were more homebrew.</p><p></p><p></p><p>4. Yep, though once you got some treasure options like flaming oil were on the table and could let M-Us do a bit more. And throwing daggers could be useful depending on how tough your monsters were and how forgiving your DM's interpretation of missile fire around melee was.</p><p></p><p>5. But it wasn't very powerful. In AD&D after Cure Light Wounds at 1st you didn't get another cure spell until Cure Serious, a 4th level spell. Cure Moderate wasn't introduced until part way through 2nd edition, as I recall.</p><p></p><p>6. Depending on the edition, disengaging from the enemy DID usually provoke free attacks. Certainly in AD&D 1E. And the group I played with most also used battlemats for combat, which I was told was because of a DM they had previously had who consistently had monsters run up on the wizards even when the PCs tried to implement formation tactics and block for them. So minis helped clarify things.</p><p></p><p></p><p>2. Definitely enhanced 1; I definitely played at tables which DIDN'T have loads of items. Possibly related to my groups using fewer modules and not basing treasure expectations on them.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9069482, member: 7026594"] Good post. Nice overview of your experience. 1. Yeah, save or die was big. Poison, or stuff like Hold spells in combat which take you completely out and may let an enemy give you a coup de grace before anyone can help you. 2. We adopted max HP at first level pretty quickly, but yeah, lower HP in general, especially since you needed a 15 or better to get any Con bonus at all. 3. Is something a lot of folks don't realize. We didn't use a lot of modules, ourselves. Most of our DMs were more homebrew. 4. Yep, though once you got some treasure options like flaming oil were on the table and could let M-Us do a bit more. And throwing daggers could be useful depending on how tough your monsters were and how forgiving your DM's interpretation of missile fire around melee was. 5. But it wasn't very powerful. In AD&D after Cure Light Wounds at 1st you didn't get another cure spell until Cure Serious, a 4th level spell. Cure Moderate wasn't introduced until part way through 2nd edition, as I recall. 6. Depending on the edition, disengaging from the enemy DID usually provoke free attacks. Certainly in AD&D 1E. And the group I played with most also used battlemats for combat, which I was told was because of a DM they had previously had who consistently had monsters run up on the wizards even when the PCs tried to implement formation tactics and block for them. So minis helped clarify things. 2. Definitely enhanced 1; I definitely played at tables which DIDN'T have loads of items. Possibly related to my groups using fewer modules and not basing treasure expectations on them. [/QUOTE]
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Lethality, AD&D, and 5e: Looking Back at the Deadliest Edition
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