Weiley31
Legend
And dont forget the deadly gazebos!!!!!!
Mimic Gazebo sounds like a delightful boss encounter.
And dont forget the deadly gazebos!!!!!!
Access within the party, maybe, but you can (in theory) always pay a high-level NPC to cast it on you next time you're in town.There are a number of creatures that can reduce your max HP that a party is likely to encounter before they reach the level where they have access to Greater Restoration.
Part of the point is that 1e didn't have any such baseline, and IMO was better for not having it.Third, in 1e, what was an adventuring day? How many encounters were its baseline? Was it six, two, twenty compared to 5e 6-8? Without knowing what the expected baseline was for a 1e game - how can any conclusion about the merits of the data to lethality based on an adventuring day be made?
Nitpick, but the HD-and-star mechanic was from Basic/BECMI. 1e didn't use it.Yes, HD was how hard a monster was in 1e. It was a rating that determined how challenging it was. Monsters with HD and a star where extra hard for their HD.
Perhaps worthy of its own thread, but there's an argument to be made that designing monsters with all these factors divorced from each other gives a much more unpredictable - and thus interesting - range of monsters to throw at parties.There is correlation between HD and HP, and correlation between HP and CR, and correlation between CR and ATK bonus and Damage. Comparing 5e HD to 1e HD is an absolutely horrible comparison method, as someone who has played both 5e and 1e.
The monster building guidelines of 5e have you derive HD from how many HP you want it to have, its size, and its constitution bonus. Larger monsters use larger HD and hence have fewer of them, smaller monsters have smaller HD and hence have more of them.
Boss, schmoss - the Mimic Gazebo is just a guard you could meet while crossing the castle garden!Mimic Gazebo sounds like a delightful boss encounter.
The same constraint was always on the classic game - the game would break if it wasn't paced correctly, and very often did - there was just no helpful guidance on what pacing was meant to work, and DMs found their own way of coping, whether it was forcing a workable pacing or tweaking the game in myriad other ways to keep it remotely playable. (There was a lot of Gygax preaching about what'd happen in the dungeon when players left to re-charge or make preparations, though, so clearly it was a consideration. And, really, the focus on the dungeon and on random encounters also made it clear that 1e was trying to avoid having too-few encounters in a day of dungeon-crawling.)It was on the PCs/players to decide how long to keep going and to - when possible - do their own assessments of threats/foes vs available resources and health, and on the DM to present the threats and foes in a neutral and impartial manner. With its built-in expectations of what an adventuring day should look like 5e does nothing but place (real or imagined) additional restraints and requirements on the DM which really shouldn't be there.
In a typical dungeon crawl the pacing, most of the time, is and realistically should be in the hands of the players/PCs.The same constraint was always on the classic game - the game would break if it wasn't paced correctly, and very often did - there was just no helpful guidance on what pacing was meant to work, and DMs found their own way of coping, whether it was forcing a workable pacing or tweaking the game in myriad other ways to keep it remotely playable. (There was a lot of Gygax preaching about what'd happen in the dungeon when players left to re-charge or make preparations, though, so clearly it was a consideration. And, really, the focus on the dungeon and on random encounters also made it clear that 1e was trying to avoid having too-few encounters in a day of dungeon-crawling.)
I thought the point was that there was no such typical pacing?In a typical dungeon crawl the pacing, most of the time, is and realistically should be in the hands of the players/PCs.
Y'know, wandering monsters do kinda dictate a default pacing. They were tied to (10 min) turns, the spell-re-memorization cycle was also tied to specific numbers of hours. Corelate the two, and you have a sort of de-facto, minimum, default pacing for 1e.Sure you can throw wandering monsters at 'em till you're blue in the face, but all that ensures is that the party will just back off further until they find a safe place to camp/rest/recover.
By overall design, there isn't.I thought the point was that there was no such typical pacing?
Maybe...but I've yet to see any DM (incuding me!) who uses wandering monster rules as written; for two reasons:Y'know, wandering monsters do kinda dictate a default pacing. They were tied to (10 min) turns, the spell-re-memorization cycle was also tied to specific numbers of hours. Corelate the two, and you have a sort of de-facto, minimum, default pacing for 1e.
Regardless of how one feels about the "adventuring day" presented in 5e, which is not a prescription just a competitive baseline, the fact that 1e did not have one and 5e does makes claiming anything about a comparison of lethality in "adventuring day" between those two sonething very much unlike "evidence."Part of the point is that 1e didn't have any such baseline, and IMO was better for not having it.
It was on the PCs/players to decide how long to keep going and to - when possible - do their own assessments of threats/foes vs available resources and health, and on the DM to present the threats and foes in a neutral and impartial manner. With its built-in expectations of what an adventuring day should look like 5e does nothing but place (real or imagined) additional restraints and requirements on the DM which really shouldn't be there.