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Level Up: Advanced 5th Edition (A5E)
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<blockquote data-quote="Jmarso" data-source="post: 8666127" data-attributes="member: 7032066"><p>You hit on something here I hadn't really considered before. Old school DnD, to me, always has (had) the feel of a game you sat around the table and played with family and friends, or at least people you knew from school. There was no internet to play over, and hobby stores back in the day didn't run games- at least not anywhere I lived. These days, it's fairly common for a table to be comprised of strangers who have no connection outside of them game, which requires a different mindset when it comes to rules. But still, I think the game loses something when spell effects are nerfed to the point that the spell no longer makes sense in game. MU in early editions were also balanced out with some often-times crippling restrictions: 1) Very squishy on HP count, 2) Had to stand still to cast, and any interruption could cause spell disruption and loss, 3) Casting was always a full round action, even if the casting time was less than a round, and so on. I honestly didn't play many magic users, because very few of them survived past 2nd or 3rd level. Once they get to 5th / 6th level and beyond in 2E, they do become a tremendous force multiplier and characters to be feared- as it should be.</p><p></p><p>Exactly. Nerfing the monsters makes them less scary, and tends to just lump them all together as hit point bags that look a little different. Losing a character due to a failed roll does suck, but that used to heighten suspense to crazy good levels in a game, and back in the day at least, nobody cried or had a temper tantrum and huffed off if their character died. They just spent ten minutes rolling up a new character. One of my favorite sayings at the table is: "Never get too attached to your character, and always have the next one ready in the back of your mind."</p><p></p><p></p><p></p><p>I'm going to have to spot check some of LU's monsters and see what is what. Haven't done that yet.</p><p></p><p></p><p>Some of the most dangerous encounters were the ones where only one or two people in the party were equipped to damage a threat. Fight, or flee? Sometimes you've got to know when to walk away, and know when to run. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Like Viper (2E) said to Maverick (5E): Yeah, I flew with your old man. You're a lot like he was... only better- <em>and worse</em>.</p></blockquote><p></p>
[QUOTE="Jmarso, post: 8666127, member: 7032066"] You hit on something here I hadn't really considered before. Old school DnD, to me, always has (had) the feel of a game you sat around the table and played with family and friends, or at least people you knew from school. There was no internet to play over, and hobby stores back in the day didn't run games- at least not anywhere I lived. These days, it's fairly common for a table to be comprised of strangers who have no connection outside of them game, which requires a different mindset when it comes to rules. But still, I think the game loses something when spell effects are nerfed to the point that the spell no longer makes sense in game. MU in early editions were also balanced out with some often-times crippling restrictions: 1) Very squishy on HP count, 2) Had to stand still to cast, and any interruption could cause spell disruption and loss, 3) Casting was always a full round action, even if the casting time was less than a round, and so on. I honestly didn't play many magic users, because very few of them survived past 2nd or 3rd level. Once they get to 5th / 6th level and beyond in 2E, they do become a tremendous force multiplier and characters to be feared- as it should be. Exactly. Nerfing the monsters makes them less scary, and tends to just lump them all together as hit point bags that look a little different. Losing a character due to a failed roll does suck, but that used to heighten suspense to crazy good levels in a game, and back in the day at least, nobody cried or had a temper tantrum and huffed off if their character died. They just spent ten minutes rolling up a new character. One of my favorite sayings at the table is: "Never get too attached to your character, and always have the next one ready in the back of your mind." I'm going to have to spot check some of LU's monsters and see what is what. Haven't done that yet. Some of the most dangerous encounters were the ones where only one or two people in the party were equipped to damage a threat. Fight, or flee? Sometimes you've got to know when to walk away, and know when to run. ;) Like Viper (2E) said to Maverick (5E): Yeah, I flew with your old man. You're a lot like he was... only better- [I]and worse[/I]. [/QUOTE]
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