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What is the essence of D&D
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<blockquote data-quote="Lanefan" data-source="post: 7807042" data-attributes="member: 29398"><p>Something else to keep in mind from 1e-2e that almost completely vanished afterward was that wealth - as expressed by magic items owned - was much more easy come, easy go.</p><p></p><p>Fail your save vs a fireball or lightning bolt in 1e? Everything you're carrying now has to save individually, and some of those saves - particularly against lightning - ain't easy to make.</p><p></p><p>Makes it far easier as a DM to give out magic items when you know the odds are they won't last forever.</p><p></p><p>Randomly hitting the big score can be far more fun than being able to predict and control when it happens.</p><p></p><p>Yeah, the adventuring day tends to end when either a) the casters run out of spells or b) the party in general runs out of hit points; and of those a) is far more common IME.</p><p></p><p>Yes, that is the baseline assumption.</p><p></p><p>Compounded by some of the early-days balancing mechanisms being thrown out at the design level starting with 3e e.g. different advancement rates by class, casting becoming harder and harder to interrupt, etc.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7807042, member: 29398"] Something else to keep in mind from 1e-2e that almost completely vanished afterward was that wealth - as expressed by magic items owned - was much more easy come, easy go. Fail your save vs a fireball or lightning bolt in 1e? Everything you're carrying now has to save individually, and some of those saves - particularly against lightning - ain't easy to make. Makes it far easier as a DM to give out magic items when you know the odds are they won't last forever. Randomly hitting the big score can be far more fun than being able to predict and control when it happens. Yeah, the adventuring day tends to end when either a) the casters run out of spells or b) the party in general runs out of hit points; and of those a) is far more common IME. Yes, that is the baseline assumption. Compounded by some of the early-days balancing mechanisms being thrown out at the design level starting with 3e e.g. different advancement rates by class, casting becoming harder and harder to interrupt, etc. [/QUOTE]
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