Olgar Shiverstone
Legend
In my experience, the lethality in B/XD&D and 1E D&D was almost entirely due to save-or-die spells and random trap effects. Sometimes even the placement of traps was as randomly bizarre as treasure (and hanging in the corner is a dwarven thrower ...).
Now, many of those random/lethal effects you can chalk up to "don't do something stupid" -- drink from the fountain, pull the level, climb in to the demon's mouth. But save-or-die, particularly with poison was pretty bad. Heck, the example of play ni the BD&D rulebook is a perfect example: Black Dougal opens the chest, gets pricked by a poisoned needle, and drops dead (wisely, the party loots his body along with the chest).
I don't mean that as a criticism -- I found some of the random lethality, at least that associated with bad player choices, to add to the fun. So long as you weren't too attached to your character. One-roll-poison-death really sucked, though.
Now, many of those random/lethal effects you can chalk up to "don't do something stupid" -- drink from the fountain, pull the level, climb in to the demon's mouth. But save-or-die, particularly with poison was pretty bad. Heck, the example of play ni the BD&D rulebook is a perfect example: Black Dougal opens the chest, gets pricked by a poisoned needle, and drops dead (wisely, the party loots his body along with the chest).
I don't mean that as a criticism -- I found some of the random lethality, at least that associated with bad player choices, to add to the fun. So long as you weren't too attached to your character. One-roll-poison-death really sucked, though.