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General Tabletop Discussion
*Dungeons & Dragons
What Constitutes "Old School" D&D
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<blockquote data-quote="tetrasodium" data-source="post: 8677270" data-attributes="member: 93670"><p>Adding to the last correction, this is both accurate & not really the case. Yes 3.x & earlier editions could be very lethal, but the dcc funnel type OSR trope takes that to an almost comedic drinking game level. The reason that d&d has such an incredible number of magic items & expectation of those items being common enough to find them regularly is because those magic items were what was used by prepared & seasoned adventurers to mitigate the lethality. In the AD&D DMG it even suggests that healing potions be readily available at a suggested fairly trivial price as one example.</p><p></p><p>Players needed to balance the consumption of consumable resources against the potential gain of more permanent magic items that would be required in order to have a chance of success. Not enough consumable use & gold burns up through things like living expenses raise dead or paying hirelings. Too much consumables used & you either use even more of them trying to keep up with ineffective gear*. In modern d&d the lethality is mitigated to almost nothing even before factoring in the "it's not d&d without magic items" supercharging PCs that are tuned to dominate even without them.</p><p></p><p></p><p>* ineffective varied from edition to edition where some like 2e you just needed a certain type of thing to damage a given monster at all. In 3.x you needed to keep upgrading your gear to have enough tohit/ac/etc just to keep up</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8677270, member: 93670"] Adding to the last correction, this is both accurate & not really the case. Yes 3.x & earlier editions could be very lethal, but the dcc funnel type OSR trope takes that to an almost comedic drinking game level. The reason that d&d has such an incredible number of magic items & expectation of those items being common enough to find them regularly is because those magic items were what was used by prepared & seasoned adventurers to mitigate the lethality. In the AD&D DMG it even suggests that healing potions be readily available at a suggested fairly trivial price as one example. Players needed to balance the consumption of consumable resources against the potential gain of more permanent magic items that would be required in order to have a chance of success. Not enough consumable use & gold burns up through things like living expenses raise dead or paying hirelings. Too much consumables used & you either use even more of them trying to keep up with ineffective gear*. In modern d&d the lethality is mitigated to almost nothing even before factoring in the "it's not d&d without magic items" supercharging PCs that are tuned to dominate even without them. * ineffective varied from edition to edition where some like 2e you just needed a certain type of thing to damage a given monster at all. In 3.x you needed to keep upgrading your gear to have enough tohit/ac/etc just to keep up [/QUOTE]
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