Storm Raven said:
But don't think that was for 14th level clerics and wizards though. If you look at the level ranges, what they actually meant was "this module is for 10th level paladins, 11th level fighters and wizards, and 14th level thieves who adventure together because of the wonky experience point tables".
And 9th level druids, and you could subtract a level or two if your character was a dwarf, and then you've got to rebalance for the size of the party (7-9 players was suggested as optimal for D1-3, but there's obviously a huge difference between 7 players and 9!) and its number of henchmen and whether the group's got any exceptionally useful magic items and so on and so on ad infinitum ad nauseam.
It's a case of "engage brain while deciding your group's ready for this."
S1's definitely for 14th level clerics and wizards, and works well with higher. See the pregens listing below.
Storm Raven said:
And what class was unlimited advancement for virtually every demi-human race? Yep, the thief. So the "level limits" really didn't impact the PCs much, even if they were going on these adventures, since they were high enough that most demi-humans wouldn't have hit them yet before starting the adventure.
Well, providing all the demi-humans are thieves or multiclassed, yes.
Storm Raven said:
Note also that these were the highest level adventures ever produced for 1e AD&D.
No they weren't. WG6 is for 14-19. H1 is for 13-17. H2 is for 16-18. H3 is 17-20. H4 is 18-100. And there were more than a few others in the 10-14 range (CB1-2, RS1, and I think those execrably bad Lankhmar conversions were too.) A fair few for the 9-12s as well (EX1-2, WG5 etc.)
Storm Raven said:
Even other modules in the "S" series were given for much lower levels - 5-10 for White Plume Mountain, and 6-10[/i] for the Lost Caverns of Tjoscanth. For 1e, the GDQ series and two of the S series comprise the almost the entirety of modules with recommended levels higher than 10. That's hardly worthwhile support for your argument.
You're talking as if the S-module series was the high-level one, and that's unwarranted. The high-level ones were called "H".
Storm Raven said:
They were also originally intended as tournament modules with prefabricated characters, not characters who were part of an ongoing campaign starting at 1st level and working their way up to the challenges (contrary to the way you claim that 1e AD&D was written to be played).
No they weren't. You can tell the tournament modules because, like A1-4 or C1-2 or others of their ilk, they have "Tournament" written on the front and a tournament scoring system.
It's true that the original characters to play the adventures were included in G1, and in slightly different form, in later printings of D1-2. It's also true that S1 included a wide variety of sample characters. Those were intended to give alternative options to the group, rather than necessarily to say that they were characters that SHOULD be used; and they served as a good benchmark against which to evaluate the actual party.
In fact, I think it's fair to say that those 1978-1979 modules were remarkably non-prescriptive about how the group should approach them (own characters, pregens, whatever).
Storm Raven said:
And look at the prefabricated characters - a range of demi-humans, and humans, all within the suggested level ranges for the modules. How is this possible if the level limits are such a worthwhile brake on demi-human accessibility?
Let me see now...
G1 pregens: Human Mage 12, Human Thief 13, Human Cleric 12, Human Fighter 14, High Elf Fighter/Mage 5/8, Human Cleric 9, Dwarf Fighter 9, Human Mage 9, Half-Elf Ranger 9.
3 demihumans out of 9 characters (about the right range). Our dwarf fighter is right on the level cap. Our elf's got a little scope to advance but his fighter abilities are sadly depleted... our half-elf ranger is on the level cap. And the humans are generally a fair bit higher than the demi-humans.
S1 pregens: Human Mage 14, Human Cleric 14, Human Paladin 12, Human Ranger 13, Elf Fighter/Mage 5/11, Dwarf Fighter 9, Halfling Thief 11, Dwarf Fighter/Thief 7/8, Human Cleric 9, Half-Elf Cleric/Fighter/Mage 5/7/6...
Seeing a pattern here?
Storm Raven said:
1e broke well before 14th level. More like about 9th-10th level where hit dice stopped increasing, most classes stopped getting any kind of new special abilities, and save and to hit bonuses reached the point where almost anything was easily saveable or hittable.
I'm afraid I think you're wrong about this too.
The bits of 1e that most people seem to remember best are the S1/GDQ group. They were certainly the best-selling D&D modules ever produced, with some of them edging up towards 100,000 sold. How do you explain their undoubted success and popularity in terms of a system that should have broken several levels earlier?
Storm Raven said:
If you take the structure of 1e as a whole, then the hodge podge patchwork mess of stiched together rules becomes apparent, and the complete lack of any kind of workable system of "balance" or "equity" becomes readily apparent.
Absolutely. Couldn't agree with you more about this. If you want "balance" or "equity", then 1e isn't the game for you.