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What makes a D&D game have a 1E feel?
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<blockquote data-quote="Lanefan" data-source="post: 7362827" data-attributes="member: 29398"><p>Level drain.</p><p></p><p>More seriously, there's a few things that could make any D&D feel more like 1e:</p><p></p><p>- pull some of the rules back behind the DM screen: magic item lists and pricing, combat bonus by level (BAB in 3e), etc.</p><p>- no healing without use of either a divine spell, a potion, a device (rare!), or lengthy rest; and no magical healing at any range greater than 'touch'</p><p>- magic items have to save or be destroyed if carried by someone who fails a save vs. area damage e.g. fireball, lightning bolt, dragon breath, etc.</p><p>- an overriding sense, emphasized by the DM at session 0, that the game world will be out to kill the PCs dead; that bad things can and will happen to PCs so don't get mad when they do</p><p>- an overriding sense, borne out in play, that the party is more important than any one character: characters come and go while the party is (one hopes!) everlasting</p><p>- fewer mechanics - no feats, no skills except for thieving abilities, etc.</p><p>- no ASIs. Permanent stat boosts in 1e were very uncommon.</p><p>- harsher revival options after death including a resurrection survival roll to come back at all and permanent loss of a con point if you do</p><p>- henches and hirelings in the party; and multiple PCs per player whether played all at once or not</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7362827, member: 29398"] Level drain. More seriously, there's a few things that could make any D&D feel more like 1e: - pull some of the rules back behind the DM screen: magic item lists and pricing, combat bonus by level (BAB in 3e), etc. - no healing without use of either a divine spell, a potion, a device (rare!), or lengthy rest; and no magical healing at any range greater than 'touch' - magic items have to save or be destroyed if carried by someone who fails a save vs. area damage e.g. fireball, lightning bolt, dragon breath, etc. - an overriding sense, emphasized by the DM at session 0, that the game world will be out to kill the PCs dead; that bad things can and will happen to PCs so don't get mad when they do - an overriding sense, borne out in play, that the party is more important than any one character: characters come and go while the party is (one hopes!) everlasting - fewer mechanics - no feats, no skills except for thieving abilities, etc. - no ASIs. Permanent stat boosts in 1e were very uncommon. - harsher revival options after death including a resurrection survival roll to come back at all and permanent loss of a con point if you do - henches and hirelings in the party; and multiple PCs per player whether played all at once or not [/QUOTE]
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What makes a D&D game have a 1E feel?
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