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Worlds of Design: The Lost Art of Running Away
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<blockquote data-quote="R_Chance" data-source="post: 8067275" data-attributes="member: 55149"><p>Because he may not have bonus spells from Wisdom (he needs a 13 or 14 for those 1 or 2 spells) and he may need something besides Cure Light Wounds? Depends on what other spell casters are in his party. And he can't swap spells out for healing. A lot of people find Detect Magic useful. Still, say 3 or 4 CLWs. And I guess your assuming the cleric has a 16 Wisdom for those extra two 2nd level slots? That's a maybe.</p><p></p><p></p><p></p><p>Talk to the AD&D Thief (4 sided HD) versus the 6 sided HD of 3.5 Rogues. It adds up. Otherwise it's pretty similar.</p><p></p><p>AD&D Orcs can carry a variety of weapons. 1D8 is typical, so say 4-5 damage. Of course about 1/5 of them will be carrying either bows or crossbows (plus swords and axes). That's only 3-4 points damage, but hey missile weapons. And some spears or polearms. Reach is a thing. They take about the same in hit points to kill, 1D8 instead of 3.5s 1D8+1. AC is slightly better in AD&D (1 point I think). Those 3.5 Orcs do hit more often, true. So AD&D Orcs do half the damage of 3.5 Orcs, don't hit as often and take about the same to kill.</p><p></p><p>The problem is in numbers. In 3.5 the 1st level Dungeon Encounter chart gives 1-3 Orcs. 2 on average. The same Chart in the AD&D DMG table is for 7-12 Orcs. 9 or 10 on average. That's 4-5 times as many Orcs... taking a lot more killing and doing, on average, about the same damage. If those 3.5 Orcs get lucky they can deal out the damage, but they won't last near as long as that AD&D bunch. And the AD&D Orcs have a lot more tactical possibilities.</p><p></p><p></p><p></p><p>I think it does depend on the DM and players. We were a tactical bunch and the monsters got played that way too. I had to adjust the 3.5 encounters to get them back to the difficulty my players had in 1/2E. Ymmv as always. I didn't play modules (or run them). I'd have killed for that magic load out as a player. Which is pretty much what you have to do in AD&D <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="R_Chance, post: 8067275, member: 55149"] Because he may not have bonus spells from Wisdom (he needs a 13 or 14 for those 1 or 2 spells) and he may need something besides Cure Light Wounds? Depends on what other spell casters are in his party. And he can't swap spells out for healing. A lot of people find Detect Magic useful. Still, say 3 or 4 CLWs. And I guess your assuming the cleric has a 16 Wisdom for those extra two 2nd level slots? That's a maybe. Talk to the AD&D Thief (4 sided HD) versus the 6 sided HD of 3.5 Rogues. It adds up. Otherwise it's pretty similar. AD&D Orcs can carry a variety of weapons. 1D8 is typical, so say 4-5 damage. Of course about 1/5 of them will be carrying either bows or crossbows (plus swords and axes). That's only 3-4 points damage, but hey missile weapons. And some spears or polearms. Reach is a thing. They take about the same in hit points to kill, 1D8 instead of 3.5s 1D8+1. AC is slightly better in AD&D (1 point I think). Those 3.5 Orcs do hit more often, true. So AD&D Orcs do half the damage of 3.5 Orcs, don't hit as often and take about the same to kill. The problem is in numbers. In 3.5 the 1st level Dungeon Encounter chart gives 1-3 Orcs. 2 on average. The same Chart in the AD&D DMG table is for 7-12 Orcs. 9 or 10 on average. That's 4-5 times as many Orcs... taking a lot more killing and doing, on average, about the same damage. If those 3.5 Orcs get lucky they can deal out the damage, but they won't last near as long as that AD&D bunch. And the AD&D Orcs have a lot more tactical possibilities. I think it does depend on the DM and players. We were a tactical bunch and the monsters got played that way too. I had to adjust the 3.5 encounters to get them back to the difficulty my players had in 1/2E. Ymmv as always. I didn't play modules (or run them). I'd have killed for that magic load out as a player. Which is pretty much what you have to do in AD&D :D [/QUOTE]
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