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Lethality, AD&D, and 5e: Looking Back at the Deadliest Edition
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<blockquote data-quote="Lanefan" data-source="post: 9070230" data-attributes="member: 29398"><p>That <em>Light</em> is a cantrip now, and thus castable at will, removes light management even from the very low levels; where <em>Continual Light</em> didn't kick in until 3rd or 5th character level depending what type of caster you had.</p><p></p><p>Even in 1e Leo's Hut is a bit of a headache; I can't imagine trying to DM the juiced-up 5e version.</p><p></p><p>Indeed, but keep in mind that in 1e these spells had to be pre-memorized and slots were more limited: you could only use a slot of that spells' level to memorize/cast that spell. Ritual casting in 5e removes these restrictions.</p><p></p><p>Is that a 5e thing, that the target doesn't have to answer? We always read the 1e version as compelling the target to answer no matter what, though the answer had to be short.</p><p></p><p>Rolling bad on a 5e <em>Teleport</em> puts you a bit off course. Rolling bad on a 1e <em>Teleport</em> could kill you instantly when you appeared - or tried to - in solid rock below the surface. There's a big difference. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Also, 1e <em>Teleport</em> is much more limited in what you can take with you. With 5e <em>Teleport</em> you can easily take a whole (typical) party along.</p><p></p><p>Truth be told, though I'm not a fan of <em>Knock </em>I'm also not a fan of what 5e has done to it. What I'd rather see (and might implement if-whenever I start a new campaign and thus can rejig spells again) is that it not necessarily be automatic that it works; that whatever is being opened would in effect get some sort of save.</p><p></p><p>As for <em>Invisibility</em>, that's a spell I don't mind being a bit OP for its level simply for the cool factor, and that it only gives advantage on stealth in 5e is more than a bit underwhelming.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9070230, member: 29398"] That [I]Light[/I] is a cantrip now, and thus castable at will, removes light management even from the very low levels; where [I]Continual Light[/I] didn't kick in until 3rd or 5th character level depending what type of caster you had. Even in 1e Leo's Hut is a bit of a headache; I can't imagine trying to DM the juiced-up 5e version. Indeed, but keep in mind that in 1e these spells had to be pre-memorized and slots were more limited: you could only use a slot of that spells' level to memorize/cast that spell. Ritual casting in 5e removes these restrictions. Is that a 5e thing, that the target doesn't have to answer? We always read the 1e version as compelling the target to answer no matter what, though the answer had to be short. Rolling bad on a 5e [I]Teleport[/I] puts you a bit off course. Rolling bad on a 1e [I]Teleport[/I] could kill you instantly when you appeared - or tried to - in solid rock below the surface. There's a big difference. :) Also, 1e [I]Teleport[/I] is much more limited in what you can take with you. With 5e [I]Teleport[/I] you can easily take a whole (typical) party along. Truth be told, though I'm not a fan of [I]Knock [/I]I'm also not a fan of what 5e has done to it. What I'd rather see (and might implement if-whenever I start a new campaign and thus can rejig spells again) is that it not necessarily be automatic that it works; that whatever is being opened would in effect get some sort of save. As for [I]Invisibility[/I], that's a spell I don't mind being a bit OP for its level simply for the cool factor, and that it only gives advantage on stealth in 5e is more than a bit underwhelming. [/QUOTE]
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Lethality, AD&D, and 5e: Looking Back at the Deadliest Edition
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