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<blockquote data-quote="Ariosto" data-source="post: 5142513" data-attributes="member: 80487"><p>Originally, the numbers in the combat and save matrixes got smaller -- in current terms, the "DCs" went down and the chances to hit or save went up.</p><p></p><p>What's the big difference? Those improvements were <strong>not</strong> immediately nullified. Saving throws were usually unmodified, and Armor Classes remained mostly in the same range regardless of monster level -- until you got into greater devils and the like.</p><p></p><p>So, a high-level monster with more hit points would get hit more often by high-level characters. A high-level magician could cast more spells, and more powerful ones, but high-level targets would make their saving throws more often.</p><p></p><p>Recovery of hit points could take considerable time, depending on magical resources (which were in shorter supply than in WotC's games). Hit points themselves were thus not usually regarded as a "per encounter" resource. Instead, attrition took its toll. PCs and monsters alike could be worn down, potentially to the point of succumbing to an attack that they could fend off if fresh.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5142513, member: 80487"] Originally, the numbers in the combat and save matrixes got smaller -- in current terms, the "DCs" went down and the chances to hit or save went up. What's the big difference? Those improvements were [B]not[/B] immediately nullified. Saving throws were usually unmodified, and Armor Classes remained mostly in the same range regardless of monster level -- until you got into greater devils and the like. So, a high-level monster with more hit points would get hit more often by high-level characters. A high-level magician could cast more spells, and more powerful ones, but high-level targets would make their saving throws more often. Recovery of hit points could take considerable time, depending on magical resources (which were in shorter supply than in WotC's games). Hit points themselves were thus not usually regarded as a "per encounter" resource. Instead, attrition took its toll. PCs and monsters alike could be worn down, potentially to the point of succumbing to an attack that they could fend off if fresh. [/QUOTE]
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