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Refresh my memory on the lethality of 3rd ed
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<blockquote data-quote="Deset Gled" data-source="post: 8890042" data-attributes="member: 7808"><p>I view this through a slightly different lens. The biggest thing about lethality in 3.X was resource management. </p><p></p><p>3.X was very non-lethal compared to earlier editions if you made sure to manage your resources carefully. The two most critical resources being equipment and spell slots. First, your healer (cleric, most likely) could manage spell slots to plan for healing for the whole party. Second, with the advent of easily accessible wands, potions, etc, the player could make sure they had ways to heal themselves. As long as you did that, you were always much safer in 3.X than my experiences in 1e.</p><p></p><p>OTOH, 3.X viewed through the eyes of 5e is basically an accounting horror story. 5e gives you free healing at night; in 3.X you had to account for almost all of it. 5e gives you free hit dice of healing each day; in 3.X you had to remember to stock up on your own potions (etc.). For all the talk of 3.X being a "magic Walmart", this was huge balancing factor. You couldn't just spend all your money on cool armor and weapons. You had to manage how much you would budget for consumables vs permanent items. And in 5e everyone gets access to the easy healing; in 3.X it was the domain of divine casters (mostly clerics). This means that the healers spell slots aren't just for combat, they need to be managed to keep the party alive and healthy. If players failed to manage any of these things properly, death was waiting nearby.</p><p></p><p>FWIW, I miss some but not all of the hefty resource management from 3.X. Concepts like being worn down over time or finding amazing wealth in the form of a trove of healing potions are basically gone from 5e. There's a reason people call 5e "easy mode", and lack of need for resource management is a big part of it. But I also don't miss my spreadsheets managing gold, perishable items, and weight. YMMV.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 8890042, member: 7808"] I view this through a slightly different lens. The biggest thing about lethality in 3.X was resource management. 3.X was very non-lethal compared to earlier editions if you made sure to manage your resources carefully. The two most critical resources being equipment and spell slots. First, your healer (cleric, most likely) could manage spell slots to plan for healing for the whole party. Second, with the advent of easily accessible wands, potions, etc, the player could make sure they had ways to heal themselves. As long as you did that, you were always much safer in 3.X than my experiences in 1e. OTOH, 3.X viewed through the eyes of 5e is basically an accounting horror story. 5e gives you free healing at night; in 3.X you had to account for almost all of it. 5e gives you free hit dice of healing each day; in 3.X you had to remember to stock up on your own potions (etc.). For all the talk of 3.X being a "magic Walmart", this was huge balancing factor. You couldn't just spend all your money on cool armor and weapons. You had to manage how much you would budget for consumables vs permanent items. And in 5e everyone gets access to the easy healing; in 3.X it was the domain of divine casters (mostly clerics). This means that the healers spell slots aren't just for combat, they need to be managed to keep the party alive and healthy. If players failed to manage any of these things properly, death was waiting nearby. FWIW, I miss some but not all of the hefty resource management from 3.X. Concepts like being worn down over time or finding amazing wealth in the form of a trove of healing potions are basically gone from 5e. There's a reason people call 5e "easy mode", and lack of need for resource management is a big part of it. But I also don't miss my spreadsheets managing gold, perishable items, and weight. YMMV. [/QUOTE]
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