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<blockquote data-quote="overgeeked" data-source="post: 8853018" data-attributes="member: 86653"><p>Okay. Just for giggles, here goes...lethality of AD&D vs 5E.</p><p></p><p><strong>How many hit points at 1st level?</strong> AD&D: rolled and magic-users get 1d4. 5E: max and wizards get 1d6.</p><p></p><p><strong>What happens at zero hp?</strong> AD&D: death*. 5E: your options are death in 2-3 rounds, you stand up with 1 hp, or you stay unconscious until someone heals you.</p><p></p><p><strong>How much healing can a 1st level party expect?</strong> AD&D: one cure light wounds, if the cleric memorized it. 5E: two of cure wounds or healing word, if the cleric prepared it...plus medicine checks, healer feat, and healing kit.</p><p></p><p><strong>What's the best AC you could start with?</strong> AD&D: if you got lucky and rolled high for starting gold...splint & shield, AC 17**. 5E: several classes automatically start with chain mail & shield, AC 18.</p><p></p><p><strong>What happens when you rest for 8 hours?</strong> AD&D: regain all spells slots, but magic-users and illusionists spend 15 minutes per spell level to memorize; regain 1 hp. 5E: regain all hp, all spell slots, and up to 1/2 hit dice.</p><p></p><p><strong>Who picks the PCs' spells?</strong> AD&D: the DM. 5E: the player.</p><p></p><p><strong>What level do you have to be to cast raise dead?</strong> AD&D: 9th and only if you have at least 17 WIS. 5E: 5th.</p><p></p><p><strong>What are the material components to a raise dead spell?</strong> AD&D: none. 5E: a diamond worth 500 gp.</p><p></p><p><strong>What are the best basic melee and ranged attacks?</strong> AD&D: melee is a two-handed sword or halberd for 1d10; ranged is an arrow for 1d6 (cost 1 gp for a dozen). 5E: melee is greataxe or lance for 1d12 or greatsword or maul for 2d6; ranged is eldritch blast for 1d10 and infinite ammo.</p><p></p><p><strong>What are your ability score bonuses like?</strong> LOL.</p><p></p><p><strong>What are goblins like?</strong> AD&D: 1-7 hp, 1d6 damage, AC 14**, number appearing 40-400. 5E: 7 hp, 5 damage, AC 15, number appearing 3...a medium encounter for a 1st-level party is 3 goblins.</p><p></p><p>* An optional rule gives PCs up to -10 hp before death.</p><p></p><p>** AC is weird in TSR D&D compared to WotC D&D. I did the easy math and am intentionally presenting them on the same modern ascending scale to avoid confusion.</p><p></p><p>In literally every single one of those categories the rules for AD&D are far deadlier and more challenging that in 5E. There's a lot more. I just got bored so stopped.</p><p></p><p>The one exception might be the material cost of a raise dead spell, if you ignore that it's not available until nearly twice the level and only to clerics with a 17 WIS...which you have a 1.85% chance of rolling.</p><p></p><p>So you don't see the rules as being different and causing one to be more deadly? Okay. Then you must be house ruling the lethality out of AD&D and house ruling lethality into 5E.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8853018, member: 86653"] Okay. Just for giggles, here goes...lethality of AD&D vs 5E. [B]How many hit points at 1st level?[/B] AD&D: rolled and magic-users get 1d4. 5E: max and wizards get 1d6. [B]What happens at zero hp?[/B] AD&D: death*. 5E: your options are death in 2-3 rounds, you stand up with 1 hp, or you stay unconscious until someone heals you. [B]How much healing can a 1st level party expect?[/B] AD&D: one cure light wounds, if the cleric memorized it. 5E: two of cure wounds or healing word, if the cleric prepared it...plus medicine checks, healer feat, and healing kit. [B]What's the best AC you could start with?[/B] AD&D: if you got lucky and rolled high for starting gold...splint & shield, AC 17**. 5E: several classes automatically start with chain mail & shield, AC 18. [B]What happens when you rest for 8 hours?[/B] AD&D: regain all spells slots, but magic-users and illusionists spend 15 minutes per spell level to memorize; regain 1 hp. 5E: regain all hp, all spell slots, and up to 1/2 hit dice. [B]Who picks the PCs' spells?[/B] AD&D: the DM. 5E: the player. [B]What level do you have to be to cast raise dead?[/B] AD&D: 9th and only if you have at least 17 WIS. 5E: 5th. [B]What are the material components to a raise dead spell?[/B] AD&D: none. 5E: a diamond worth 500 gp. [B]What are the best basic melee and ranged attacks?[/B] AD&D: melee is a two-handed sword or halberd for 1d10; ranged is an arrow for 1d6 (cost 1 gp for a dozen). 5E: melee is greataxe or lance for 1d12 or greatsword or maul for 2d6; ranged is eldritch blast for 1d10 and infinite ammo. [B]What are your ability score bonuses like?[/B] LOL. [B]What are goblins like?[/B] AD&D: 1-7 hp, 1d6 damage, AC 14**, number appearing 40-400. 5E: 7 hp, 5 damage, AC 15, number appearing 3...a medium encounter for a 1st-level party is 3 goblins. * An optional rule gives PCs up to -10 hp before death. ** AC is weird in TSR D&D compared to WotC D&D. I did the easy math and am intentionally presenting them on the same modern ascending scale to avoid confusion. In literally every single one of those categories the rules for AD&D are far deadlier and more challenging that in 5E. There's a lot more. I just got bored so stopped. The one exception might be the material cost of a raise dead spell, if you ignore that it's not available until nearly twice the level and only to clerics with a 17 WIS...which you have a 1.85% chance of rolling. So you don't see the rules as being different and causing one to be more deadly? Okay. Then you must be house ruling the lethality out of AD&D and house ruling lethality into 5E. [/QUOTE]
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