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<blockquote data-quote="Sacrosanct" data-source="post: 7635736" data-attributes="member: 15700"><p>I know I shouldn't reply again and against my better judgement, but now you're just flat out lying. I find it even more disingenuous because what your'e lying about was already address upthread, so I have to assume you're either not reading anything I'm writing, or you're intentionally lying.</p><p></p><p></p><p></p><p>No it's not an orcs to orcs comparison. Once again you're totally ignoring how level 1 PCs in AD&D routinely faced orcs in combat on a roughly 1 to 1 basis. An orc was the equivalent to a level 1 PC. In 5e, the design team decided to improve the orcs, making them the equivalent to a 2nd level PC. In AD&D modules, orcs were were a routine opponent of level 1 PCs. In 5e adventures, they almost never are. I can't think of one example where level 1 PCs in a 5e published adventure are meant to fight an equal # of orcs. Comparing them as if they were equal is simply a dishonest comparison.</p><p></p><p></p><p></p><p>This is a flat out lie, as has already been pointed out to you before you even made this claim. Look at my posts above. In 5e you recover <em>everything </em>after one long rest (8 hours). Not 32-48 hours. Not only do you recover everything, you also get a whole bucket load of healing available before said long rest (and I didn't even factor in class recover abilities or healing kits that don't exist in AD&D). In that example I used above of a typical 5th level party, it takes the AD&D party 7 <em>days </em>to has as much healing available as the 5e party has in 8 hours, <em>with </em>the cleric spamming healing/rememorize/cast. That is a major difference. The entire campaign changes dramatically in that time frame. That's just on a macro level. ON a micro level it's even more of major difference, because in AD&D you can run out of those 5 cure light wounds spells in one battle and still have to either continue on due to need, fight your way out, or otherwise find a place where you can spend anther day to get 5 more spells. Contrast to 5e, and in the adventuring day, you have all slots available to cure spells (many are empowered at higher level), as well as all of those hit die recoveries. And when you do find a place to spend a day, you get back everything. Not just 5 cure light wounds spells.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7635736, member: 15700"] I know I shouldn't reply again and against my better judgement, but now you're just flat out lying. I find it even more disingenuous because what your'e lying about was already address upthread, so I have to assume you're either not reading anything I'm writing, or you're intentionally lying. No it's not an orcs to orcs comparison. Once again you're totally ignoring how level 1 PCs in AD&D routinely faced orcs in combat on a roughly 1 to 1 basis. An orc was the equivalent to a level 1 PC. In 5e, the design team decided to improve the orcs, making them the equivalent to a 2nd level PC. In AD&D modules, orcs were were a routine opponent of level 1 PCs. In 5e adventures, they almost never are. I can't think of one example where level 1 PCs in a 5e published adventure are meant to fight an equal # of orcs. Comparing them as if they were equal is simply a dishonest comparison. This is a flat out lie, as has already been pointed out to you before you even made this claim. Look at my posts above. In 5e you recover [I]everything [/I]after one long rest (8 hours). Not 32-48 hours. Not only do you recover everything, you also get a whole bucket load of healing available before said long rest (and I didn't even factor in class recover abilities or healing kits that don't exist in AD&D). In that example I used above of a typical 5th level party, it takes the AD&D party 7 [I]days [/I]to has as much healing available as the 5e party has in 8 hours, [I]with [/I]the cleric spamming healing/rememorize/cast. That is a major difference. The entire campaign changes dramatically in that time frame. That's just on a macro level. ON a micro level it's even more of major difference, because in AD&D you can run out of those 5 cure light wounds spells in one battle and still have to either continue on due to need, fight your way out, or otherwise find a place where you can spend anther day to get 5 more spells. Contrast to 5e, and in the adventuring day, you have all slots available to cure spells (many are empowered at higher level), as well as all of those hit die recoveries. And when you do find a place to spend a day, you get back everything. Not just 5 cure light wounds spells. [/QUOTE]
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