Being in the Main the Mouth of Olde House Rules

Tuesday, May 2, 2023

Don't Fight That Thing...

So someone (on Facebook, of course) posted that glorious Trampier wight from the 1st Edition AD&D Monster Manual. It was an invitation to talk about level drain; an irresistable bait when fishing for grognards and youngsters alike. The former largely came down in enthusiastic favor, citing an atmosphere of dread some modern games lack. The latter were split, but mostly found the whole idea mean-spirited at best. But this week's offering isn't about level drain so much as an injunction against fighting everything you meet... 

You need only hear the chatter around 5th edition to sense that modern characters are sturdier, with more powers sooner and greater access to healing. I can't say if they're more independently able; but they're clearly built to survive their first encounters better, with an implicit (if not explicit) expectation of thrilling cinematic combats where everyone shows off their awesome builds and gets to shine. Monsters are experience points on the hoof, an invitation to throw down in exciting mental movies featuring the characters.

There's nothing wrong with this. But I had to explain to them that old-school saw things differently. Not everything was there to be fought. Play was less a movie with grand battles the characters needn't refuse and more a strategically patient process. The goal was to secure as much treasure as possible at minimal risk. You don't engage wights in melee; are you freakin' insane? Or poisonous spiders. Or whatever. Bargain, steal, and save the big guns, and your hit points, for when the payoff justifies the use of scarce resources...


Because everything was a resource, and characters were squishy. Hit points, spells, potions and scrolls. And the lives of your henchmen, enlisted to swell the party's small numbers against hostilities. The charismatic handled tricky negotiations while the dwarves and elves translated to avoid a lopsided battle. Clerics turned the undead, magic-users cleared the room, and thieves stole precious gems without alerting their guardians. Physical combat was reserved for when the party could secure the upper hand and get the spoils.

To be clear, today's sessions have this too. But when the modern consensus finds level draining too harsh, it speaks to a different approach altogether. I mean, why play the original game of heroic fantasy if you can't be a heroic badass? And you can't be heroic if some undead travesty can erase many sessions of hard-won advancement with a single sorry roll of the dice. Buried deep within is the assumption that wights should be engaged in melee, and that the encounter shouldn't bear an unacceptable risk in the name of fairness. 

Again, not a problem. It's a big hobby. And it shouldn't be lost on anyone that our games likewise eschew level draining mechanics. Lots of games do. But this old-school approach saw gameplay as a cautious, patient expedition into the dark punctuated by moments of action much like the real-world wars that inspired our fantastical play. Why wouldn't enemies be dangerous, high-stakes foes? And why wouldn't the undead, of all things, be so horrific that players, facing only imaginary wounds, pretend death, rightly feared them?

Old-school wasn't dumb. Or mean-spirited. Its characters were heroic for their relative normalcy. Its enemies dangerous. The prospect of physical combat was never to be taken lightly, for death was often one unlucky roll away. And how did characters survive when endowed with an unimpressive 4 hit points? They avoided anything approaching a fair fight, safe in the knowledge that treasure was worth more than any monster. No superheroes occupied its world, just normals possessing courage, strategy, and clever restraint...

10 comments:

  1. At my table energy drain is house rules as follows. Instead of levels Str and Con is drained. This means attribute bonus's are affected, BUT... The drain lasts 72 hours per point lost. If their con is lowered to 0, the character dies and comes back as the vampire's thrall. Example, a vampire bit a character and they lose 1 point of STr and Con. The character is weakened and will be weakened further with each bite. They must have total bed rest 72 hours per point lost to regain the points. They are also in the vampire's power while in this weaken state. Sort of reminds me of those Hammer Horror vampire movies.

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    1. That's cool, and possibly more terrifying...

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    2. In the vampires power enough to turn on comrades?

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    3. That just doesn't cut the mustard for me. Why 72 hrs? Having the possibility of real losses adds a bitter-sweetness to the game that moves it to the next level. There is NOTHING better than players who recognize a monster an trip over each other running away from it---not from the DM's perspective, but the player's! Pure adrenaline fun.

      Seriously though...boo-hoo, you lost a level. Deal with it and get smarter. You can regain that level in a few sessions at lower-levels.

      Also, this notion of "I am an action-hero...give me my moment in the spotlight" is a Hollywood inspired cultural disease. Prideful.

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    4. Level drain isn't required to make a game tough; and if the character falls under the power of the vampire, they can easily become a problem...

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  2. 5e is a fantasy adventure movie
    1e is survival horror

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    1. Lol! You've pretty much summed the whole thing up!

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    2. The worst is that 5e doestn do fantasy movie good. But 1e does sometimes

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  3. It's not exactly "heroic" to go on a theme-park ride. And that's what 5e feels like to me when I play it nowadays. Fun? Sure! But... your character isn't brave for fighting level-appropriate monsters, with suitable amounts of rests and just so much healing and second chances.

    A 1e character that survives going to battle against a horrific beast is heroic IF they survive. Otherwise it's tragic. Heroism is determined after the story is over.

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    1. 5e does seem more like a collaborative television show...

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