You said 1e adventures. All the published D&D adventures I had from back then were dungeon maps keyed with traps and combat encounters, not really any different from the 3e adventures I own.Reynard said:Try giving your 1e DMG a re-read.
You said 1e adventures. All the published D&D adventures I had from back then were dungeon maps keyed with traps and combat encounters, not really any different from the 3e adventures I own.Reynard said:Try giving your 1e DMG a re-read.
But that are not absolute numbers between editions, but within a specific edition.Brother MacLaren said:Where the absolute numbers do provide some insights is in the diminished impact of the things that haven't changed.
A wizard whacking an enemy with his staff for 1d6 damage (any edition) is a lot less effective if HP are much higher.
A squad of town guards with crossbows (1d6 in Basic, 1d8 in 3E) are much less effective in 3E than in Basic.
Fireball (1d6/level) is much less effective when enemy HP are so much higher.
Good heavens, Ourph.Ourph said:My games are primarily dungeon delves in a mega-dungeon complex. There is a lot of combat, but I would still call what my players do "adventuring". Note that the "rest after one encounter" is something I've encountered in both 1e and 3e games. IMO, it's been a bugaboo of D&D that has needed addressing for a long time.
Reynard said:Try giving your 1e DMG a re-read.
Reynard said:Anyway -- how do you feel about the idea that PCs can/should/must rest after just a couple of encounters. Do you run or play in games where this happens? Do you actively avoid it? Prefer it?
I'm not quite sure what you're saying. I mean that from one edition to another -- from Basic/Expert to 1e to 2e to 3.5 -- some numbers stayed pretty much the same. A wizard's mundane attack, the typical town guardsman's crossbow, and the damage of the Fireball spell, the benefit of a Potion of Cure Light Wound.Mustrum_Ridcully said:But that are not absolute numbers between editions, but within a specific edition.
Your analysis would hold even if wizards did deal 1d60 points of damage in D&D 3.5, but monsters had 10 times the current hit points.
That's a little harsh. The resource management aspect of D&D has been a fundamental design principle of the game for its entire existence. Especially for low-level spellcasters. A great many of us, both as DMs and players, LOVE that aspect and chose D&D over other systems because of it.Veril said:"I like making my players manage their resources" is a prettystatement. I have little but contempt for DM's who see this as their golden rule.
They finally fixed this in SR4. You should've seen the forums explode in anger over that one, too. The new system is a lot more fun for everyone involved, but some SR grognards (especially the decker-crowd) were up-in-arms.AllisterH said:Actually, this gets best seen in another game system. Namely Shadowrun and when it comes to hacking. Oh boy, talk about twiddling of thumbs for the non netrunner.....
Veril said:"I like making my players manage their resources" is a prettystatement.