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What could One D&D do to bring the game back to the dungeon?
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<blockquote data-quote="James Gasik" data-source="post: 8872088" data-attributes="member: 6877472"><p>You know, whenever I hear someone talk about how things used to be, I never fail to be amazed at how different two people's play experience with the same game could be. For example, people talking about magic being rare, loot being hard to find, or how poking around in the dark in dungeons for long stretches of game, armed with torches and 10' poles.</p><p></p><p>Now, when I played 1e AD&D, I went on a lot of modules. Most of which were stuffed with treasure and magic items of varying rarity. Take <em>Sinister Secret of Saltmarsh</em>, as an example. Levels 1-3, and you can find the following:</p><p></p><p>3 rare books worth 150 gp each.</p><p>3 rings of protection +1.</p><p>plate mail +1.</p><p>two spellbooks that each contain first and second level spells.</p><p>5 potions of healing.</p><p>a potion of neutralize poison.</p><p>a potion of cure disease.</p><p>a potion of speed.</p><p>(a cursed potion of delusion too, lol).</p><p>a rare book worth 500 gp.'</p><p>a collection of gold objects worth 1150 gp.</p><p>(a cursed luckstone)</p><p>assorted gold and other art objects (like a bracelet worth 75 gp).</p><p>a pirate ship worth 5000 gp.*</p><p>long sword +1. </p><p>broad sword +1.</p><p></p><p>*there are some excise duties on some items, granted, but the ship is exempt from these.</p><p></p><p>The magical swords are of particular note, because of this paragraph from the DMG:</p><p>[ATTACH=full]270775[/ATTACH]</p><p>Now, I'm not calling other people's experience invalid- but this is the AD&D I was familiar with, where you dispensed with torches the instant you found your first +1 dagger, and by levels 5-7 you have more +1 weapons than you know what to do with, and treasure was around every corner.</p><p></p><p>So I'm not really seeing an immeasurable gap with 5e, with the exceptions that it's harder for characters to die when brought to 0 hit points (which I see as a feature, since it means the adventure isn't as likely to come to a screeching halt until new characters can be added to it), and natural healing has a beat up character ready to go after a night's rest, as opposed to two weeks- again a feature, since you can get back to the action.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8872088, member: 6877472"] You know, whenever I hear someone talk about how things used to be, I never fail to be amazed at how different two people's play experience with the same game could be. For example, people talking about magic being rare, loot being hard to find, or how poking around in the dark in dungeons for long stretches of game, armed with torches and 10' poles. Now, when I played 1e AD&D, I went on a lot of modules. Most of which were stuffed with treasure and magic items of varying rarity. Take [I]Sinister Secret of Saltmarsh[/I], as an example. Levels 1-3, and you can find the following: 3 rare books worth 150 gp each. 3 rings of protection +1. plate mail +1. two spellbooks that each contain first and second level spells. 5 potions of healing. a potion of neutralize poison. a potion of cure disease. a potion of speed. (a cursed potion of delusion too, lol). a rare book worth 500 gp.' a collection of gold objects worth 1150 gp. (a cursed luckstone) assorted gold and other art objects (like a bracelet worth 75 gp). a pirate ship worth 5000 gp.* long sword +1. broad sword +1. *there are some excise duties on some items, granted, but the ship is exempt from these. The magical swords are of particular note, because of this paragraph from the DMG: [ATTACH type="full"]270775[/ATTACH] Now, I'm not calling other people's experience invalid- but this is the AD&D I was familiar with, where you dispensed with torches the instant you found your first +1 dagger, and by levels 5-7 you have more +1 weapons than you know what to do with, and treasure was around every corner. So I'm not really seeing an immeasurable gap with 5e, with the exceptions that it's harder for characters to die when brought to 0 hit points (which I see as a feature, since it means the adventure isn't as likely to come to a screeching halt until new characters can be added to it), and natural healing has a beat up character ready to go after a night's rest, as opposed to two weeks- again a feature, since you can get back to the action. [/QUOTE]
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