FireLance
Legend
Climbing is so 4th level. Why climb when you can fly?Because its so glorious to slay Tiamat and not be able to climb up to her lair for the treasure.

Climbing is so 4th level. Why climb when you can fly?Because its so glorious to slay Tiamat and not be able to climb up to her lair for the treasure.
So 1e's inability to model Michael Phelps somehow makes it more heroic?A 1e 15th level character cannot swim any better than a 1st level character...
What you're calling 'greater survivability' includes enough hit points to survive falling off a 100 ft. cliff onto a pile of jagged rocks and saving throws that make the character mostly immune to all manner of supernatural harm.He's simply better trained with a weapon and has greater survivability.
Except for magic spells and supernatural class abilities (and hit points and saving throws). Magic spells are still superpowers cf. Dr. Strange.AD&D characters have no super powers.
At high epic levels.In 3e, a rogue can literally tumble through a wall of force and swim up a waterfall.
And magic spells/magic items which are analogous to superpowers.AD&D characters have 3 things that separate them from commoners. hit points, thac0, and better saves.
So 1e's inability to model Michael Phelps somehow makes it more heroic?
What you're calling 'greater survivability' includes enough hit points to survive falling off a 100 ft. cliff onto a pile of jagged rocks and saving throws that make the character mostly immune to all manner of supernatural harm.
Defensive superpowers are still superpowers cf. Longshot.
Except for magic spells and supernatural class abilities (and hit points and saving throws). Magic spells are still superpowers cf. Dr. Strange.
At high epic levels.
And magic spells/magic items which are analogous to superpowers.
This should be another topic, but spells I can deal with. they are temporary and logical in a world where magic exists. Superhero style bulletproof, flying, teleporting elves are not. That said, though, I wouldn't call a wizard casting fly and rescuing little Timmy from a tree very heroic, either. A very nice thing for the wizard to do, sure, but heroism invokes a personal risk of some sort. Sure AD&D characters grow powerful, but they are still prone to all the things normal humans are. They can drown, die from poison, and yes, even falls if you use Gary's intended falling damage rules (1d6 cumulative, I.E, a 30 foot fall equals 6d6 damage.) All I'm saying is that each editions power creep makes characters more and more powerful and the more powerful one gets, the less heroic their acts are.
All I'm saying is that each editions power creep makes characters more and more powerful and the more powerful one gets, the less heroic their acts are.
Well, isn't that partially the problem of (A)D&D's spell system that spells always work? Fly never makes you fall, cure disease works on everything short of mummy-rot, and heal is the ultimate boo-boo band-aid. Perhaps if D&D magic was a bit more unpredictable (chance of failure, etc) it would feel more heroic. (Then again, I've never been a giant fan of D&D's "I cast Solve Problem spell" method of spell resolution, but that's another topic...)
Actually, this is one place 4e does BETTER than AD&D; certain rituals (cure disease, remove affliction) have a chance of failure, even Death. Its much more dangerous in 4e to heal non-hp damage than it was in 3.X...
Actually, this is one place 4e does BETTER than AD&D; certain rituals (cure disease, remove affliction) have a chance of failure, even Death.
But Raise Dead does NOT, which I find amusing -- you can kill someone with Cure Disease, but never fail to Raise them.
I thought failing reality was the whole point of magic.Oh, what a tangled web we weave, when our magic fails reality.
I thought failing reality was the whole point of magic.