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Which one do you prefer your character suffer? Death vs Rust Monster vs Level Drain
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<blockquote data-quote="Ariosto" data-source="post: 4968370" data-attributes="member: 80487"><p>Hussar: Your characters can venture, or be transported by trick or trap, from the first dungeon level to the second -- regardless of whether they possess magical weapons. The tables allow the possibility of encountering a gargoyle (maybe after meeting a rust monster) on that level. It is not the DM's job to hold your hand and keep you safe! It is the DM's job to provide a challenging and interesting environment to negotiate.</p><p></p><p>The table in the original set for incidental, random treasures yields magic 5% of the time at dungeon levels 1-3, going to 10% for 4-5, and so on up to 30% for the 13th level and deeper. "Naturally, the more important [not randomly distributed] treasures will consist of various magical items and large amounts of wealth in the form of gems and jewelry." There is no radical departure from these assumptions in AD&D.</p><p></p><p>It's typical Hussar rhetoric to make a leap of illogic from the observation that players, with luck and skill, quite often <strong>can equip themselves</strong> with magical swords -- to the conclusion that there is "an assumption that you would have a number of magic weapons", it being incumbent upon the DM to ensure such an outcome.</p><p></p><p>If you use the method in DMG Appendix P for generating a high-level party on the spur of the moment, then any character of 10th level or higher other than a cleric or monk will certainly have a magic dagger. Some other items may be assured as well, if the player chooses to "try for" them, and even have a chance of being better than +1.</p><p></p><p>That's an arbitrary convenience for "one-off" play at conventions, or otherwise when players lack characters of appropriate level (or don't want to use their own to tackle, say, the Tomb of Horrors).</p><p></p><p><strong>There is nothing at all in Gygaxian D&D to keep a Dungeon Master from putting nasty monsters in the game-world! The players, not the DM, choose their characters' courses apart from <em>occasional</em> impositions of events beyond their control*. They are no more guaranteed perfect preparedness to overcome whatever problem the environment poses than the DM is guaranteed perfect foreknowledge about their paths through it.</strong></p><p><strong></strong></p><p><strong></strong>*(most of which of course could have been avoided by different choices on the players' part -- but as a practical matter choices are not, and cannot, always be fully informed)</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4968370, member: 80487"] Hussar: Your characters can venture, or be transported by trick or trap, from the first dungeon level to the second -- regardless of whether they possess magical weapons. The tables allow the possibility of encountering a gargoyle (maybe after meeting a rust monster) on that level. It is not the DM's job to hold your hand and keep you safe! It is the DM's job to provide a challenging and interesting environment to negotiate. The table in the original set for incidental, random treasures yields magic 5% of the time at dungeon levels 1-3, going to 10% for 4-5, and so on up to 30% for the 13th level and deeper. "Naturally, the more important [not randomly distributed] treasures will consist of various magical items and large amounts of wealth in the form of gems and jewelry." There is no radical departure from these assumptions in AD&D. It's typical Hussar rhetoric to make a leap of illogic from the observation that players, with luck and skill, quite often [B]can equip themselves[/B] with magical swords -- to the conclusion that there is "an assumption that you would have a number of magic weapons", it being incumbent upon the DM to ensure such an outcome. If you use the method in DMG Appendix P for generating a high-level party on the spur of the moment, then any character of 10th level or higher other than a cleric or monk will certainly have a magic dagger. Some other items may be assured as well, if the player chooses to "try for" them, and even have a chance of being better than +1. That's an arbitrary convenience for "one-off" play at conventions, or otherwise when players lack characters of appropriate level (or don't want to use their own to tackle, say, the Tomb of Horrors). [B]There is nothing at all in Gygaxian D&D to keep a Dungeon Master from putting nasty monsters in the game-world! The players, not the DM, choose their characters' courses apart from [I]occasional[/I] impositions of events beyond their control*. They are no more guaranteed perfect preparedness to overcome whatever problem the environment poses than the DM is guaranteed perfect foreknowledge about their paths through it. [/B]*(most of which of course could have been avoided by different choices on the players' part -- but as a practical matter choices are not, and cannot, always be fully informed) [/QUOTE]
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