Post by drskull on Aug 31, 2008 11:37:41 GMT -6
To me, one of the key elements of a good RPG experience is to have the player characters be a workable part of a consistent world.
We all know that D&D has undergone a power-creep from edition to edition, step by step. This power-creep is most noticeable in character hit points, and attack ability, but I think the most important element of power-creep that must be watched is Armor Class.
In OD&D AC is basically impossible to increase. You can give the enemy a few points of penalty due to magic armor, but it's very small and manageable.
What is the impact of this? It makes the "Normal Men" and 1 HD troop-type monsters important and dangerous at every level of play. Under most circumstances, the best AC is AC 2, and the worst chance to hit that is a 17+, or 20%. That's pretty significant.
So, if you are an 8th level hero, and 20 "normal archers" shoot at you with bows, you're likely to be hit 4 times. That's going to be a pretty significant knock on your hit points.
With this set-up, it makes sense for evil overlords to have orc soldiers, even to fight against high level heroes. It makes sense for a player to bring men-at-arms with him on adventures, they're actually useful.
In AD&D this started to get worn away. With lots of magic armor, dexterity bonuses and magic rings to boost AC, it soon became the case that AC 0 or better was common. Now the troops needed a natural 20 to hit, and they became less and less useful.
It was worse in 3e with ACs getting to be in the area of 30 and 40 (-20 and -30 old-speak).
In 4e, everything is chucked out the window. You are supposed to have a 50% chance to hit everything and everything you fight is supposed to have a 50% chance to hit you. Bleck.
In OD&D, if the baron ordered his soldiers to attack the party, the party actually, well, has to FIGHT them. It's a real fight. The baron might be powerful and influential because his soldiers are dangerous!
In AD&D, the baron orders his soldiers to attack, and, well, they all just die.
In 3e, the soldiers are there just to look pretty, I suppose, they are worse than useless.
We all know that D&D has undergone a power-creep from edition to edition, step by step. This power-creep is most noticeable in character hit points, and attack ability, but I think the most important element of power-creep that must be watched is Armor Class.
In OD&D AC is basically impossible to increase. You can give the enemy a few points of penalty due to magic armor, but it's very small and manageable.
What is the impact of this? It makes the "Normal Men" and 1 HD troop-type monsters important and dangerous at every level of play. Under most circumstances, the best AC is AC 2, and the worst chance to hit that is a 17+, or 20%. That's pretty significant.
So, if you are an 8th level hero, and 20 "normal archers" shoot at you with bows, you're likely to be hit 4 times. That's going to be a pretty significant knock on your hit points.
With this set-up, it makes sense for evil overlords to have orc soldiers, even to fight against high level heroes. It makes sense for a player to bring men-at-arms with him on adventures, they're actually useful.
In AD&D this started to get worn away. With lots of magic armor, dexterity bonuses and magic rings to boost AC, it soon became the case that AC 0 or better was common. Now the troops needed a natural 20 to hit, and they became less and less useful.
It was worse in 3e with ACs getting to be in the area of 30 and 40 (-20 and -30 old-speak).
In 4e, everything is chucked out the window. You are supposed to have a 50% chance to hit everything and everything you fight is supposed to have a 50% chance to hit you. Bleck.
In OD&D, if the baron ordered his soldiers to attack the party, the party actually, well, has to FIGHT them. It's a real fight. The baron might be powerful and influential because his soldiers are dangerous!
In AD&D, the baron orders his soldiers to attack, and, well, they all just die.
In 3e, the soldiers are there just to look pretty, I suppose, they are worse than useless.