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What makes a D&D game have a 1E feel?
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<blockquote data-quote="Marc_C" data-source="post: 8201692" data-attributes="member: 7025897"><p>It was our first experiences playing D&D. Everything was new. The PCs didn't know the monsters, the magical items or the World of Greyhawk. It was our first campaigns. We can never go back to the original "1e feel". That was "magical".</p><p></p><p>It was very complicated and convoluted when you played it by the rules. I mean all the Gygaxian war-game rules. There was a lot of complaining by players about how the rules and classes worked even in the early 80s. We had debates and created many house rules. That was part of the 1e feel too. Not "magical".</p><p></p><p>1e PCs had nothing and became more powerful with the magical items they acquired during adventures. We described our PCs by listing the magical items they had. Not by feats, talents or skills. Progression was very slow.</p><p></p><p>5e is not at all like old school TSR D&D despite optional rules turn off buttons.</p></blockquote><p></p>
[QUOTE="Marc_C, post: 8201692, member: 7025897"] It was our first experiences playing D&D. Everything was new. The PCs didn't know the monsters, the magical items or the World of Greyhawk. It was our first campaigns. We can never go back to the original "1e feel". That was "magical". It was very complicated and convoluted when you played it by the rules. I mean all the Gygaxian war-game rules. There was a lot of complaining by players about how the rules and classes worked even in the early 80s. We had debates and created many house rules. That was part of the 1e feel too. Not "magical". 1e PCs had nothing and became more powerful with the magical items they acquired during adventures. We described our PCs by listing the magical items they had. Not by feats, talents or skills. Progression was very slow. 5e is not at all like old school TSR D&D despite optional rules turn off buttons. [/QUOTE]
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What makes a D&D game have a 1E feel?
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