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Let's Not Save The World...Again
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<blockquote data-quote="Hussar" data-source="post: 7718835" data-attributes="member: 22779"><p>Funnily enough, when we played this, our 8th level 1e party obliterated the encounter. As I recall, it was 1 fireball plus one wand of fireballs (or something to that effect) and it was largely all over but the shouting. Everything that wasn't flat out dead was down to one hit deaths from the fighters with bows. </p><p></p><p>But, my point being, the power curve in 1e is different from 5e. You can't just say, "well you gain levels twice as fast" and leave it at that. This is an argument that's been going on since 3e was released and people swore up and down that 3e was Candyland D&D and too easy.</p><p></p><p>You'd think after, what, almost twenty years now, this argument would be dead and buried.</p><p></p><p>------</p><p></p><p>But, rolling this back to the OP and the idea that now all we do is Save the World adventures. I'd point something out. The AP's in 5e aren't all Save the World adventures. That's generally reserved for the final scenario or two. IOW, the high level stuff.</p><p></p><p>Compare to high level modules in 1e. In 1e, by 10th level (or so), I'm expected to be able to travel to the Abyss and slay a god (Lolth). Defeat Dragonarmies (Dragonlance modules top out at about 13th). By 9th level I can defeat a Demi-lich. By 10th level, we're facing Tharizdun - a god so evil that his alignment is simply, Evil (WG 4 1982 Forgotten Temple of Tharizdun). T1-4 ends with your name level PC's battling it out with the Princes of Elemental Evil.</p><p></p><p>So, what's the big change here? High level adventures feature epic bad guys. Yuppers. Been that way since pretty much day 1 of the game. So, why is this suddenly a bad thing?</p></blockquote><p></p>
[QUOTE="Hussar, post: 7718835, member: 22779"] Funnily enough, when we played this, our 8th level 1e party obliterated the encounter. As I recall, it was 1 fireball plus one wand of fireballs (or something to that effect) and it was largely all over but the shouting. Everything that wasn't flat out dead was down to one hit deaths from the fighters with bows. But, my point being, the power curve in 1e is different from 5e. You can't just say, "well you gain levels twice as fast" and leave it at that. This is an argument that's been going on since 3e was released and people swore up and down that 3e was Candyland D&D and too easy. You'd think after, what, almost twenty years now, this argument would be dead and buried. ------ But, rolling this back to the OP and the idea that now all we do is Save the World adventures. I'd point something out. The AP's in 5e aren't all Save the World adventures. That's generally reserved for the final scenario or two. IOW, the high level stuff. Compare to high level modules in 1e. In 1e, by 10th level (or so), I'm expected to be able to travel to the Abyss and slay a god (Lolth). Defeat Dragonarmies (Dragonlance modules top out at about 13th). By 9th level I can defeat a Demi-lich. By 10th level, we're facing Tharizdun - a god so evil that his alignment is simply, Evil (WG 4 1982 Forgotten Temple of Tharizdun). T1-4 ends with your name level PC's battling it out with the Princes of Elemental Evil. So, what's the big change here? High level adventures feature epic bad guys. Yuppers. Been that way since pretty much day 1 of the game. So, why is this suddenly a bad thing? [/QUOTE]
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