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What 5e got wrong
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<blockquote data-quote="Zardnaar" data-source="post: 6804612" data-attributes="member: 6716779"><p>Yoiu also tend to take a lot less damage in AD&D (short of Dragonbreath) and there was usually extra healing available in a lot of adventures from potions (to find) or magical fountains. </p><p></p><p>Kobolds 5E +4 to hit (with advantage alot of the time)</p><p>AD&D +0 to hit 1d3 damage</p><p></p><p> ACs were also higher in AD&D relative to monster attack bonuses. We had clericless parties as well and the 1d3 daily healing thing worked well in adventures like hexcrawls (X1 Isle of Dread) and 5E fails hard at those adventures IMHO. Had a similar discussion last week about one of my players who has only played AD&D a little bit as we were playing SWSE after 5E and he forgot about numbers bloat in 3E and damage bloat from 5E. </p><p></p><p> The big sticking points I find from modern players when they play AD&D/Basic now (as opposed to back in the day) is THACO and AD&Ds ability score system (BECMI is fine). When a 4th level fighter wades into a group of Kobolds or Goblins and gets 4 attacks a round they seem to have fun with it. I think I prefer the BECMI/C&C/Myth and Magic stat modifieras 20 ion 5E is a bit high with bounded accuracy IMHO. </p><p></p><p>BECMI</p><p>Score/modifer</p><p>3, -3</p><p>4-5, -2</p><p>6-8, -1</p><p>9-12 +0</p><p>13-15 +1</p><p>16-17 +2</p><p>18, +3</p><p></p><p> A clone like Castles and Crusades uses this and has ascending ACs and attack numbers and I find it very easy to run it (easier than 5E).</p><p></p><p> They generally like the different rates of xp required, the adventures and the amount of loot they get. Kill a 2HD ghoul get an 8000gp (and 8k xp) necklace. See a wight and run for the hills. You also roleplay more due to quick combats and you get more xp from loot than killing stuff so from a powergaming PoV exploration is often better than combat.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 6804612, member: 6716779"] Yoiu also tend to take a lot less damage in AD&D (short of Dragonbreath) and there was usually extra healing available in a lot of adventures from potions (to find) or magical fountains. Kobolds 5E +4 to hit (with advantage alot of the time) AD&D +0 to hit 1d3 damage ACs were also higher in AD&D relative to monster attack bonuses. We had clericless parties as well and the 1d3 daily healing thing worked well in adventures like hexcrawls (X1 Isle of Dread) and 5E fails hard at those adventures IMHO. Had a similar discussion last week about one of my players who has only played AD&D a little bit as we were playing SWSE after 5E and he forgot about numbers bloat in 3E and damage bloat from 5E. The big sticking points I find from modern players when they play AD&D/Basic now (as opposed to back in the day) is THACO and AD&Ds ability score system (BECMI is fine). When a 4th level fighter wades into a group of Kobolds or Goblins and gets 4 attacks a round they seem to have fun with it. I think I prefer the BECMI/C&C/Myth and Magic stat modifieras 20 ion 5E is a bit high with bounded accuracy IMHO. BECMI Score/modifer 3, -3 4-5, -2 6-8, -1 9-12 +0 13-15 +1 16-17 +2 18, +3 A clone like Castles and Crusades uses this and has ascending ACs and attack numbers and I find it very easy to run it (easier than 5E). They generally like the different rates of xp required, the adventures and the amount of loot they get. Kill a 2HD ghoul get an 8000gp (and 8k xp) necklace. See a wight and run for the hills. You also roleplay more due to quick combats and you get more xp from loot than killing stuff so from a powergaming PoV exploration is often better than combat. [/QUOTE]
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