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Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="Lanefan" data-source="post: 7037299" data-attributes="member: 29398"><p>Wasn't being sarcastic at all.</p><p></p><p>At very low levels in 1e one-shot death is a risk for anyone, really, except Rangers with their extra hit die. As for AC, yes it's poor (usually relying on Dex) unless you've got Phantom Armour (Illusionist) or Mage Armour or similar going; then it's fine.</p><p></p><p>But in any case to me standing in and at least giving it a try is preferable to staying back and watching.</p><p>Yes, as written it doesn't really work as intended, I don't think...which is why (as with so many such instances across all editions) many if not most DMs just tweaked it to work better. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Then again, in 1e xp is to be given for an avoided encounter just as if it was a defeated encounter, so (if followed to the letter) talking to former dungeon delvers etc. and learning what to avoid would in fact get you the xp once you went into that adventure and duly avoided it. This is one thing I think later D&D versions would do well to include* and-or more greatly emphasize in order to give stealth parties their due; and as a side-effect point to there being ways to approach an adventure that don't start and end with all guns blazing.</p><p></p><p>* - maybe not word for word, but some sort of variant that rewards for encounter avoidance on a par with encounter defeat.</p><p></p><p>If you look through some of the classic 1e adventures there's boatloads of treasure just waiting to be found; for example a small-ish party of 4 to 6 characters could very easily come back from A-2 Slavers' Stockade with a treasury good for each of 'em clearing 40K g.p. or more as their share, assuming roughly DMG prices for magic items.</p><p></p><p>Training costs are a nice way to drain some of it. You're being a bit harsh though, if you're charging a root 1500 x (level squared) before DM adjustments. According to the 1e DMG it's a more linear 1500 x level per week, where the length of time in weeks is a result of the DM adjustments for good play etc. which makes it kinda random. (personally, I've never used the DM adjustment part)</p><p></p><p>The game says that only if you want to read it that way; never mind that even just what you've written there could represent full-time job description. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The lack of mechanics is a feature to me, as it means I don't have to think about them.</p><p></p><p>That depends.</p><p></p><p>What I'm finding as we get into higher levels* (beyond about 9th-ish) is that the front-liners are becoming more useful (and necessary!) again largely because there's so many situations arising where spells don't always help much; be it null- or wild-magic zones, adventuring off-plane where magic goes screwy and-or spells cannot be recovered, foes with high magic resistance or outright immunity, and so forth.</p><p></p><p>* - I currently play in one game of levels 8th-10th, another (part-time) of 9th-11th, and DM one of 6th-10th, all 1e-based.</p><p></p><p>There is, to be sure, a run between about 5th and 8th where the casters have their day, no doubt of that.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7037299, member: 29398"] Wasn't being sarcastic at all. At very low levels in 1e one-shot death is a risk for anyone, really, except Rangers with their extra hit die. As for AC, yes it's poor (usually relying on Dex) unless you've got Phantom Armour (Illusionist) or Mage Armour or similar going; then it's fine. But in any case to me standing in and at least giving it a try is preferable to staying back and watching. Yes, as written it doesn't really work as intended, I don't think...which is why (as with so many such instances across all editions) many if not most DMs just tweaked it to work better. :) Then again, in 1e xp is to be given for an avoided encounter just as if it was a defeated encounter, so (if followed to the letter) talking to former dungeon delvers etc. and learning what to avoid would in fact get you the xp once you went into that adventure and duly avoided it. This is one thing I think later D&D versions would do well to include* and-or more greatly emphasize in order to give stealth parties their due; and as a side-effect point to there being ways to approach an adventure that don't start and end with all guns blazing. * - maybe not word for word, but some sort of variant that rewards for encounter avoidance on a par with encounter defeat. If you look through some of the classic 1e adventures there's boatloads of treasure just waiting to be found; for example a small-ish party of 4 to 6 characters could very easily come back from A-2 Slavers' Stockade with a treasury good for each of 'em clearing 40K g.p. or more as their share, assuming roughly DMG prices for magic items. Training costs are a nice way to drain some of it. You're being a bit harsh though, if you're charging a root 1500 x (level squared) before DM adjustments. According to the 1e DMG it's a more linear 1500 x level per week, where the length of time in weeks is a result of the DM adjustments for good play etc. which makes it kinda random. (personally, I've never used the DM adjustment part) The game says that only if you want to read it that way; never mind that even just what you've written there could represent full-time job description. :) The lack of mechanics is a feature to me, as it means I don't have to think about them. That depends. What I'm finding as we get into higher levels* (beyond about 9th-ish) is that the front-liners are becoming more useful (and necessary!) again largely because there's so many situations arising where spells don't always help much; be it null- or wild-magic zones, adventuring off-plane where magic goes screwy and-or spells cannot be recovered, foes with high magic resistance or outright immunity, and so forth. * - I currently play in one game of levels 8th-10th, another (part-time) of 9th-11th, and DM one of 6th-10th, all 1e-based. There is, to be sure, a run between about 5th and 8th where the casters have their day, no doubt of that. Lanefan [/QUOTE]
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