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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
On Variability, House Rules, Research, and the 1e/5e Difference
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<blockquote data-quote="Hussar" data-source="post: 7529308" data-attributes="member: 22779"><p>I dunno. Negative AC's at fairly low levels wasn't all that hard to achieve. Plate, shield and a decent DEX got you to -1 or -2 and you could do that by 2nd or 3rd level pretty easily. +1 plate and +1 shields were pretty common magic items in many modules, so, that gets you to -3 or -4 pretty easily. Tap in some other goodies, like, say, Vault of the Drow or Queen of the Demonweb Pits for higher level play, and you get up to -10 without too much trouble. </p><p></p><p>Now, if we're going Unearthed Arcana, then we're starting with full plate and Shield, AC:1, before Dex or magic items. Drilling your AC into the lower negatives wasn't too much of a stretch. While sure, you certainly ran into that whole "Oh great another +1 sword", there was always some bigger bad guy that had a better one. Certainly +3 weapon, +3 Armor and +3 shield by, say, 9th or 10th level wasn't out of line IME. With an 18 Dex, that's a -8 AC right there. </p><p></p><p> [MENTION=3854]Quasqueton[/MENTION] used to do some excellent analyses of those old modules and just how chock a block with goodies they really were. </p><p></p><p>I honestly think the biggest split in gamer experiences is whether people played a lot of modules or not. I did. I played a ton of modules. Which meant that the parties had shopping carts full of magic items. And, since we've brought up paladins, I'd point out that 10 magic items was considered a <em>low</em> limit on how many magic items a PC should have. <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /></p></blockquote><p></p>
[QUOTE="Hussar, post: 7529308, member: 22779"] I dunno. Negative AC's at fairly low levels wasn't all that hard to achieve. Plate, shield and a decent DEX got you to -1 or -2 and you could do that by 2nd or 3rd level pretty easily. +1 plate and +1 shields were pretty common magic items in many modules, so, that gets you to -3 or -4 pretty easily. Tap in some other goodies, like, say, Vault of the Drow or Queen of the Demonweb Pits for higher level play, and you get up to -10 without too much trouble. Now, if we're going Unearthed Arcana, then we're starting with full plate and Shield, AC:1, before Dex or magic items. Drilling your AC into the lower negatives wasn't too much of a stretch. While sure, you certainly ran into that whole "Oh great another +1 sword", there was always some bigger bad guy that had a better one. Certainly +3 weapon, +3 Armor and +3 shield by, say, 9th or 10th level wasn't out of line IME. With an 18 Dex, that's a -8 AC right there. [MENTION=3854]Quasqueton[/MENTION] used to do some excellent analyses of those old modules and just how chock a block with goodies they really were. I honestly think the biggest split in gamer experiences is whether people played a lot of modules or not. I did. I played a ton of modules. Which meant that the parties had shopping carts full of magic items. And, since we've brought up paladins, I'd point out that 10 magic items was considered a [i]low[/i] limit on how many magic items a PC should have. :uhoh: [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
On Variability, House Rules, Research, and the 1e/5e Difference
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