I've just been reminded that one of the most significant changes in 3E from what came before was to make it much harder for high-level monsters and characters to resist spells.
We're still living with those effects.
In AD&D, a very high-level fighter needed a 6 to save vs a fireball. There was nothing the caster could do to change that number (as I recall).
Add in magic (cloaks of resistance, rings of protection) and the fighter was only failing to save on a natural 1.
And this really changes how magic works.
From 3E, the caster determines the DC of the save - and if you pick the right spell, the target gets worse at resisting it as you gain levels.
So, for a spell like Banishment or Hold Person, for high-level casters, these are close to automatic successes.
I'm not sure that the game play is improved by this.
But having "spell does nothing on a save" at high levels isn't great either. And so you see some spell designs working on different things than just saving throws.
Banishment is interesting. In 1E, you could lower the target's saving throw by using material components opposed to the target.
Maze works automatically (no to-hit roll, nothing) but lasts according to the intelligence of the target. From 1-4 rounds to 20-80 minutes. Except on minotaurs. ;)
Power Word, Kill paid attention to current hit points.
Imprisonment had no save, but only worked if you knew the name and background of the target.
So, you do get the feeling the designers were thinking "Oh no! It's too easy to save, so how do we get our high-level spells to work?"
While today, spells can work TOO well! :)
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I delight in running all levels of Dungeons & Dragons. There are always interesting challenges you can throw at the party, and they can always surprise you with their solutions.
I find nothing better than setting a challenge without knowing how to overcome it, and watch the players invent something in front of my eyes.
As the DM, you are the interpreter of the adventure environment. You should have a good idea where the key elements are, and then be able to extrapolate where additional elements are.
In the early days of Dungeons & Dragons, the XP tables were designed so that characters went from 1st to 9th level relatively quickly, and then slowed down.
Gygax suggested that it take 40-60 sessions (a year of play) to reach level 9, then a gain of 2-3 levels a year after that
Meanwhile, Hit Point acquisition slowed down significantly after "name" level. Magic-Users gained a solitary hit point per level thereafter!
However, the power of magic-users (number of spells, etc.) kept increasing significantly.
I think it's fair to say that the various designers of D&D during the early days weren't sure WHAT to do with the higher levels. There was a structure there, but most of the game was aimed at levels 1-9.
Trap silliness: in one of my dungeons, a group of kobolds lived in a room where they’d set up a swinging log to hit anyone entering the chamber. I think it was possible to detect, but my players didn’t, and so triggered it before being swarmed by kobolds.
The players survived the experience, and then, because players, painted a smiley face on the end of the log and reset the trap. Then left.
Several months later, they returned to the dungeon, some new players, some experienced, and looked down at their map upon which one room was marked with a smiley face. “Let’s go there, they said!”
Some traps are designed just for amusement value, though often of the DM not the players. (Though, given the right group, players can find them awesome as well).
One of my “favourites” is found in Castle of the Mad Archmage. It’s a stuck door that is actually made of balsa wood, so anyone trying to force it open hurtles through and is impaled on the spikes beyond.
It’s completely ridiculous and made explicitly to punish a common manoeuvre in D&D: opening a stuck door. That ridiculousness is why I’m so amused by it, and so have been more than a few players.