squeen
8, 8, I forget what is for
I think @Beoric's point is a subtle but good one --- there are many hidden checks and balances in AD&D play that involves DM interaction. Not all elements of the game (e.g. charmed monsters) become compliant tactical weapons unless the DM also plays along. Having the grand plans of mice and men go astray is a hallmark of the original game.Sure, it's only an example, but I think it's been shown that the "unexpected consequences" are still disruptive to a campaign and don't really lessen the power curve.
My takeaway here is that "not as steep as you think" just means "not as steep as I thought you were thinking it was." I get the impression you thought "silver dragon" was chosen as an outlier of some sort, but the point I was making would have been just a well served by Charm Monster + Polymorph Other (Troll). There are lots of monsters that are good in a fight when Enlarged and Hasted.
Ultimately, that is what is mostly implied when taking about in "power curves" --- tactical power. But when D&D becomes mainly a combat engine, the game is already lost.
The thing is, those "consequences" are not as unexpected as you say (above). The progression mainly works, and the playing-field deftly morphs. The key is of course to use all of the rules and not hand-waive away everything that players find inconvenient to focus solely on video-game action or drama.
You mentioned Stoneskin, for exampled, which is a UA spell that is rather broken in my estimation. A clear PC-invented indulgence because of it's duration. I don't include most of UA...or any form of the (later edition) long-term, class distorting, mage-armor spells---except in very rare cases. One must be careful not to paper-over weaknesses. Everything and everyone must have one. 5e has, by and large, done away with that thinking--to it's detriment.
To answer a few earlier questions:
- there hasn't been any dual or multi-classing yet (and neither was there when I played OD&D)---but it is often talked about.
- there is no great hurry or focus to get to higher levels in order to "unlock" powerful magic (in truth acquiring magic ITEMS throughg exploration is the real short-cut...but they are an unknown-unknown and often come with drawbacks or limited usability)
- we never had much use for psionics --- it is not a class, just a mutation (with consequences, more bad than good)
- they are no builds. 3d6 in order...choose a class and race you qualify for. If you are not human, expect to hit the level limits.
Player impatience to climb the power-curve falls into the second category in my mind. One DM tactic for world-weary "expert" players might be to alter all the higher-level spells ever so slightly so that they have no idea what precisely they'll do. Then the experience might revert from Machiavellian anticipation, to one of world-discovery...as it should be.
Live in the now. The journey is the destination...etc, etc.
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