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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Why would anyone want to play 1e?
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<blockquote data-quote="Willie the Duck" data-source="post: 9724012" data-attributes="member: 6799660"><p>Interestingly, I think (TSR-era) D&D is 'about' easy-come/easy-go advancement and setbacks, and keeping PCs in a goldilocks zone of playability while still handing out demarcation of accomplishment is laudable and all that; yet I dislike energy drain. That despite enjoying rust monsters and ghost-aging and attribute damage and any number of other things as well.</p><p></p><p>The granularity/book-keeping of modifying xp totals is part of it. Differences in perspective on how much warning/opportunity to avoid draining enemies is another (rolled up with save-or-dies and killer traps and killer DMs and all that). I think the biggest problem that energy drain has came in 1975 with the addition of the <em>Restoration </em>spell. Now any time one is drained, but fail to get the effects reversed (before a time limit, or by the point where the xp recovered are immaterial) can be seen as a failure. Mind you, you can say the same thing about raise dead and any character you don't bring back, but the alternative there is a new character around the next corner. Get an item rusted/slimed -- easy come, easy go (learn and move on). Lose a character -- 3d6 down the line or 4d6b3, etc. Get level drained -- clock is started now stress out and rush to a name-level cleric. All of which would be fine if level drain was a consistent and rare thing like curses and mummy rot -- the game is half quest for more loot and half quest to undo messes you've made. However, those show up rarely enough to be plot hooks/memorable plot points. Energy drain is a quality held by like half of undead.</p><p></p><p>It's all completely beholden to D&D and the norms it sets out around advancement, permanence, and consequence. Once you move out of D&D it's a wide open field with all sorts of possibilities. <em>Call of Cthulhu</em> and <em>Symbaroum </em>and<em> Blade in the Dark </em>have permanent ability damage as a normal character lifespan elements. <em>Warhammer Fantasy</em> has a non-linear level of slow accumulation of injuries. Moving over to computer games <em>Ultima I</em> had no concept of max hp. And so on.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9724012, member: 6799660"] Interestingly, I think (TSR-era) D&D is 'about' easy-come/easy-go advancement and setbacks, and keeping PCs in a goldilocks zone of playability while still handing out demarcation of accomplishment is laudable and all that; yet I dislike energy drain. That despite enjoying rust monsters and ghost-aging and attribute damage and any number of other things as well. The granularity/book-keeping of modifying xp totals is part of it. Differences in perspective on how much warning/opportunity to avoid draining enemies is another (rolled up with save-or-dies and killer traps and killer DMs and all that). I think the biggest problem that energy drain has came in 1975 with the addition of the [I]Restoration [/I]spell. Now any time one is drained, but fail to get the effects reversed (before a time limit, or by the point where the xp recovered are immaterial) can be seen as a failure. Mind you, you can say the same thing about raise dead and any character you don't bring back, but the alternative there is a new character around the next corner. Get an item rusted/slimed -- easy come, easy go (learn and move on). Lose a character -- 3d6 down the line or 4d6b3, etc. Get level drained -- clock is started now stress out and rush to a name-level cleric. All of which would be fine if level drain was a consistent and rare thing like curses and mummy rot -- the game is half quest for more loot and half quest to undo messes you've made. However, those show up rarely enough to be plot hooks/memorable plot points. Energy drain is a quality held by like half of undead. It's all completely beholden to D&D and the norms it sets out around advancement, permanence, and consequence. Once you move out of D&D it's a wide open field with all sorts of possibilities. [I]Call of Cthulhu[/I] and [I]Symbaroum [/I]and[I] Blade in the Dark [/I]have permanent ability damage as a normal character lifespan elements. [I]Warhammer Fantasy[/I] has a non-linear level of slow accumulation of injuries. Moving over to computer games [I]Ultima I[/I] had no concept of max hp. And so on. [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
Why would anyone want to play 1e?
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