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What makes a D&D game have a 1E feel?
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<blockquote data-quote="haakon1" data-source="post: 8108367" data-attributes="member: 25619"><p>To me, it means in the style of the great modules from that era, like Keep on the Borderland, the Village of Hommlet, Temple of Elemental Evil, and the G123/D123/Q1 series.</p><p></p><p>Their style was highly dangerous, but rewarded what Gygax would have called “clever” play. Not buffing and stacking spells within the game mechanics like what 4e rewears, but more real world based stuff. Like in TOEE (which I’m DMing with 3.5e rules), there are ways to “social engineer” deeper into the dungeon, allies and helpers you can cultivate, and advantages to sneaking in when their guard is down, all written into the adventure text.</p><p></p><p>To me, another key aspect is how it treats balance. A Fighter gets 1d10 hp and generally does 1d8 or better damage. An MU gets 1d4 hp. People say, “ooh, MU’s were gods”, but the balance was they were glasscannons - really hard to survive to be “Fireball capable” unless the DM gave away free levels. Character classes were VERY different and that was fine.</p></blockquote><p></p>
[QUOTE="haakon1, post: 8108367, member: 25619"] To me, it means in the style of the great modules from that era, like Keep on the Borderland, the Village of Hommlet, Temple of Elemental Evil, and the G123/D123/Q1 series. Their style was highly dangerous, but rewarded what Gygax would have called “clever” play. Not buffing and stacking spells within the game mechanics like what 4e rewears, but more real world based stuff. Like in TOEE (which I’m DMing with 3.5e rules), there are ways to “social engineer” deeper into the dungeon, allies and helpers you can cultivate, and advantages to sneaking in when their guard is down, all written into the adventure text. To me, another key aspect is how it treats balance. A Fighter gets 1d10 hp and generally does 1d8 or better damage. An MU gets 1d4 hp. People say, “ooh, MU’s were gods”, but the balance was they were glasscannons - really hard to survive to be “Fireball capable” unless the DM gave away free levels. Character classes were VERY different and that was fine. [/QUOTE]
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What makes a D&D game have a 1E feel?
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