Tuesday, July 9, 2024

Is 5E Really Easier Than 1E? Let's Do Science (Sort Of)! Part IV - OK, Now It's Getting Serious

 Well, things aren't looking great for the old guard, are they?  

I think it's important to remember that the main problem facing the 1E party is the poison gas.  It's a brutal mechanic that is unique to this dungeon, but I really do think it's counterbalanced by the relative lack of combat and traps.  There is a specific downside though... PCs with low hit points are the most vulnerable.  At least with combat, the more fragile PCs can hang back while the warriors bear the brunt of the hits with their superior Armor Class and hit points.  That tends to result in the party weakening more uniformly.  This poison gas may well end 2 PCs while the others continue on for a while longer.

The 5E party has it pretty good.  The gas affects them much more slowly, but even if it didn't they have resources to deal with it more effectively.  For example, in 1E, Nathair can memorize a maximum of 3 Cure Light Wounds spells.  If she does, then that takes up all of her spells of that level.  The spell itself is also less effective, healing only 1d8.  Weyland was very, very unlucky when she cast it on him TWICE, healing him for only 4 total hit points with two castings.  Meanwhile, 5E Nathair has four slots to cast Cure Wounds with and can use her six higher-level slots to cast it even more powerfully.  All of that and still has the flexibility to cast other spells if needed.  And to put the icing on the cake, each casting heals 1-8 + 5 with her high Wisdom.  That means a single casting is guaranteed to heal better than both of her attempts in 1E did in this case.  This is a stark reality that definitely points toward 5E being considerably easier.  Not only is the environment generally kinder to PCs, but they also have better resources for dealing with it.  (Don't forget they have equal or higher hit point maximums, too.  

Still, it's too soon to draw any conclusions.  It would be great to get some combat.  Hopefully, the 1E party will live long enough...

Area 12: The Tomb of Hurakan



5E:

    Mikhael leads the party to the end of the corridor.  He briefly considers the door across the hall from the secret passage, but Nathair points out that they need to go up to get away from the gas, and the water on the floor is flowing toward that door and therefore, downhill.  The party reaches the other end of the corridor and Weyland does a quick check for traps.  Finding none, the party approaches the door.

Thirty-six minutes in the dungeon exposed to poison gas.

1E:

    Mikhael leads the party to the end of the corridor.  He briefly considers the door across the hall from the secret passage, but Nathair points out that they need to go up to get away from the gas, and the water on the floor is flowing toward that door and therefore, downhill.  The party reaches the other end of the corridor and Stig does a quick check for traps.  Finding none, the party approaches the door.

Fifty-three minutes in the dungeon exposed to poison gas.

Comments:

    Not every insight by a PC has to involve a die roll.

Area 13: Child of Zotzilaha



5E: 


Mikhael pushes the door open.  The party hears a surprised squeal and a splash.  The surface of the water in this room ripples as if something just fell into it.  Seeing the passage to the South, Nathair surmises that this will lead back the way they came, and they should go through the doors on the opposite side of the room.  They approach the water, and a beautiful young woman's head comes up out of the water.  "In a hurry?"  she asks, and giggles.  Only Morton, who still has his Comprehend Languages spell up, understands her.  "Yes..."  he stammers.  "Can you help us?"  Her face contorts into a vicious grin.  "No."  With that, she drops back under the water. 

"We don't have time for this," mutters Mikhael.  Nathair points.  "There's a ledge just under the water.  We can use it to reach the door!"  

Mikhael nods and rushes toward the ledge, the rest of the party following.  He leads them to the ledge and draws his weapon, watching the water for signs of trouble.  Stone rushes onto the ledge and makes his way as fast as he can manage to the doors at the other end.  Nathair casts Spirit Guardians and moves up to the ledge and then a few feet out on the ledge.  Stig and Morton stay out of the water but prepare to move.  Suddenly the water starts frothing and bubbling as Nathar's Spirit Guardians begin attacking the woman, now invisible in the water.  A moment later, a column of water forms into a humanoid, points a trident at Stone, and a blast of water lashes out at him.  Stone braces himself in time, and keeps his footing.  An instant later, a massive eel swims up behind him, and a loud spark and burst of steam emanates from the creature, with Stone at the center of it.  He grits his teeth and hangs on, intending to open the doors.  Weyland points at the eel and releases a blast of freezing energy at it as Mikhael rushes toward Stone to help him.

Stone jerks the doors open and turns to face his foes.  He tries to reach for his warhammer but finds himself compelled to draw the axe from the tomb instead.  Nathair moves quickly to reach the door and manages to jump through, but remains close enough to the fight so that her Spirit Guardians continue to ravage her enemies.  Morton now moves across the ledge as quickly as he can, with Stig right behind him.  Enraged now, the water creature lashes at Stone again this time he is caught off guard and is smashed hard and sent flying into the corridor beyond.  The giant eel now turns its attention to Mikhael and attacks him with electricity.  He is unharmed and prepares his return stroke.  Weyland rushes toward the water but suddenly vanishes, reappearing beyond the door with Nathair and Stone.  Mikhael strikes twice, channeling divinity through his blade on the second strike and the eel goes still.  He moves toward the door.  Stone gets up and moves back toward the room but cannot see their enemy.  He noted with satisfaction that Mikhael has dispatched the eel.  He prepares in case the woman in the water reappears.  Morton reaches the doorway with Stig and they get out of the way as Nathair draws her mace.  

From the center of the pool, the creature, a Nereid, appears, her hands up in surrender.  She is badly bruised and beaten.  "Please... spare me,"  Mikhael responds.  "Why should we do that?"  She pauses.  "I will give you my treasure in exchange for my life."  Mikhael knows time is short but agrees.  "Quickly." 

She resurfaces a few moments later with a wooden box, waterlogged.  Inside there appear to be valuables.  Stone takes the box as the party moves down the corridor.  "We have spared you because mercy is a virtue taught by the gods," Mikhael says.  "Remember that."  He turns and follows the party.

1,150 XP is gained.

Forty-five minutes in the dungeon.  No ill effects from the gas.

1E:

As the party approaches the door, Nathair notices a light coming through what appears to be a keyhole.  She holds her finger up to her lips and leans down to look through.  She sees a young woman sitting by the edge of a pool of water.



     .  Mikhael pushes the doors open and the party hears a surprised squeal and a splash.  The woman has darted into the water.  Seeing the passage to the South, Nathair surmises that this will lead back the way they came, and they should go through the doors on the opposite side of the room.  They approach the water, and the young woman's head comes up out of the water.  "In a hurry?"  she asks, and giggles.  Only Weyland, who still has his Comprehend Languages spell up, understands her.  "Yes..."  he stammers.  "Can you help us?"  She smiles and nods.  "Oh yes, come join me in the water!"  All of the men are mesmerized and start to move toward the pool.

Nathair notices the shawl left behind by the young woman and casts Detect Magic as the other party members start to move toward the water.  She also notices this woman moving toward the shawl while keeping the men's attention on her.  Nathair rushes to the edge and grabs the shawl.  The woman in the water's eyes flash with anger.  In her flirtiest voice she says "The first one of you men that brings me her shawl can come swim with me!"  Only Weyland understands this, but when he says "Don't worry, I'll get it for you," the others realize what he's doing and move toward Nathair to grab the shawl.  Even through the pain of the poison gas, they all focus only on doing whatever will please the beautiful lady in the water.  Nathair responds by telling them "I bet she only lets one of you win, I suppose that'll be the strongest, don't you?"

The men respond by aggressively grabbing the shawl from her - and then each trying to grab it for himself.  Five men tugging on one garment results in the shawl being ripped to shreds.  The woman in the water, a Nereid, shrieks as she dissolves into the water of the pool.  

Snapping out of it, the men realize what is happening.  Nodding in thanks to Nathair, Mikhael leads the party toward the pool.  He sees that the edges of the pool are very shallow near the walls, and starts to lead the party toward the door.  Once he has set foot into the water, an enraged giant eel attacks.

An electrical jolt runs through Mikhael and he staggers but retaliates by trying to stab his longsword into the creature.  He is unsuccessful.  Stone brings his axe - which has teleported into his hand - down upon the creature but slicing through the water dulls the force of his blow.  Stig wades into the water to strike the creature from behind and stabs into it, but the creature continues to fight.  At last, Weyland is able to slay the creature with a Magic Missile.

The party is exhausted but does not dare stop to rest.  They make their way to the door opposite the entrance and open it.

1,040 XP gained.

One hour and three minutes in the dungeon.  The PCs continue to suffer the effects.

Comments:

    We've finally had our first real combat, such as it was.  There are a lot of things to point out here.
  • It took a lot longer for the 5E party to finish the battle.  This is because 5E monsters have a lot more hit points than their 1E counterparts.  Case in point:  The giant electric eel in 5E had 42 hit points while the 1E version had 10.  At first, this may seem like a major advantage for the 1E party, but look what it took to kill it.  A strike from a Fighter was reduced in damage by the eel being in the water.  The backstab from the Thief just rolled badly, and a Magic Missile from Weyland finally finished the job.  (Remember that the 5E Paladin and Fighter each had two attacks while their 1E counterparts each had one.)  I really think the boost in monster hit points is more about making combat last longer than anything else.
  • Notice that in 5E, a Saving Throw was provided to allow PCs to avoid the damage from the electrical attack.  No Saving Throw exists in 1E for the same thing.
  • Notice also the 1E Nereid was able to completely entrance all of the men in the party.  No Saving Throw.  It is fortunate that Nathair was smart enough to make the connection with the shawl and use it.  This shortened the battle considerably and made it easier.  Had Nathair not made the connection it would have been up to her to battle the Nereid and the Eel by herself.  
  • On the subject of the shawl, the 1E version of the module specifically said that she leaves it on the shore, while she is wearing it in 5E.  This is possibly due to making the content a bit more family-friendly in 5E but consider also that the 5E Nereid would not be immediately destroyed by having the shawl destroyed.  Again, this suggests a greater challenge to 5E characters.
And how about that mesmerizing effect, eh?  Only affecting males, no Saving Throw... (You won't see that in a modern D&D module.)  To say nothing of the Nereid's Kiss, which in 5E causes significant damage but in 1E is instantly fatal, no Saving  Throw. 

There's something else I'd like to point out.  The difficulty of a 1E encounter is higher from a strictly mechanics-based perspective, but I think that encourages a lot more creative thinking and roleplay.  Clever players don't just treat their weapons and spells as the only tools they have to resolve every battle.  If the 1E party had attempted to win the encounter in the same way as the 5E party, they may very well have been wiped out whereas the 5E party wasn't even in significant danger.

Let's continue.

Area 14: Flooded Hall


Another hallway.

5E:

The party makes its way down the corridor but the water is cold and deep enough to slow them until they get out of the flooded section.  They climb the stairs and reach a pair of bronze doors.  Weyland briefly examines them to find traps but there are none, and as they're unlocked, the party goes through.

Forty-nine minutes in the dungeon.  No ill effects from the gas.

1E:

The party makes its way down the corridor but the water is cold, but they are able to get to a set of stairs that leads up and out.  They climb the stairs and reach a pair of bronze doors.  Weyland briefly examines them to find traps but there are none, and as they're unlocked, the party goes through.

Fifty-one minutes in the dungeon.  No additional ill effects from the gas.

Comments:

    There is a slight variation in the map here.  The water in the old version goes right up to the stairs.  The new version, by contrast, explicitly says the water is three feet deep and thus slows the party.  I think speed bumps like this are placed in the newer version to make it more likely the party will take damage from the gas at least once.

Speaking of the gas, I think it serves a different purpose in each of the two versions.  In 1E, I think it was a way to hurry the party along in the dungeon to prevent them from dilly-dallying.  In 5E, I think it had more to do with preventing the PCs from taking a Long Rest in this section.

Area 15: The Great Hall



5E:

Mikhael leads the party down the wide gallery, eventually reaching an arch at the far end.  He proceeds through the arch, not realizing there is a wall there, because of the mural painted on it combined with the darkness and poison gas.  

Embarrassed, he backs out of the arch.  Is this a dead end?  Perhaps they should go back.  He discusses the question with Nathair and Stone while Stig, Weyland, and Morton wander back, looking at the murals painted along the walls.  They notice nothing unusual.  As the discussion continues, Morton notices something odd about the Sun painting.  Finding a large "button" on it, he takes it upon himself to press it.  Eight feet from the floor, a secret door clicks open.  

Seeing the exit, the party gathers around the doorway and, working together, gets each person up and into the passage.

Fifty-five minutes in the dungeon.  No ill effects from the gas.

1E:


Mikhael leads the party down the wide gallery, eventually reaching an arch at the far end.  He proceeds through the arch, not realizing there is a wall there, because of the mural painted on it combined with the darkness and poison gas.  


Embarrassed, he backs out of the arch.  Is this a dead end?  Perhaps they should go back.  He discusses the question with Nathair and Stone while Stig, Weyland, and Morton wander back, looking at the murals painted along the walls.  Weyland realizes there's something odd about the Sun painting.  Finding a large "button" on it, he takes it upon himself to press it.  Eight feet from the floor, a secret door clicks open.  

He calls to the rest of the group and they quickly enter the secret passage.  Just as they pass through the entrance, Stig doubles over in a severe coughing fit.  He is close to death and will almost certainly not survive another ten minutes here.  Mikhael calls upon his power and lays his hands on Stig, who recovers somewhat.  Nodding his thanks, he stands, and the party continues.

One hour, one minute in the dungeon.  Time is running out.

Comments:

    The 1E party was very fortunate to find the secret door right away.  Searches in 1E take a lot longer and that would have been devastating.

Area 17: Hall of the Great Spirits


5E:

  Mikhael opts to take the first opportunity to turn, but as the party starts down the corridor to the left, Stig notices something shiny in the mouth of one of the sculptures.


Separating from the group, Stig examines the eagle head.  Surely this golden bracelet must have a trap.  Indeed, he realizes the trap would snap closed like a bear trap (Investigation roll).  He jams a wedge from his thief's tools into the hinge and pulls the bracelet free (Thief's Tools roll).  When he gets his wedge back, the beak snaps shut.  He quickly catches up to the party who has been waiting for him, irritated.

Fifty-eight minutes in the dungeon.  No ill effects from the gas.

1E:

  Mikhael opts to take the first opportunity to turn, but as the party starts down the corridor to the left, Stig notices something shiny in the mouth of one of the sculptures.


Separating from the group, Stig examines the eagle head.  Surely this golden bracelet must have a trap.  He looks over it carefully but sees nothing amiss so he grabs the ring and pulls it free, immediately causing the eagle's beak to snap shut on his arm.  He cries out in dismay and cannot get the beak to open.  The party rushes over and immediately sees what happened.  Stone finds he is able to draw his warhammer, and strikes the eagle beak quickly.  Stig groans in pain but does not say anything.  Stone strikes again, seeing more damage now to the beak.  Stig grits his teeth from the pain of the second blow.  A third blow, and the beak is broken and Stig is freed, although his arm is injured.  A glare from Mikhael is not enough to stop Stig from taking the ring, however.  He meekly follows the party out of the room.

One hour, seven minutes in the dungeon. 

Comments:

    Stig is very lucky that the 1E version of this trap only causes penalties to his "to hit" and Armor Class as a result of the hits to the eagle head.  The 5E version would have inflicted considerable damage.  Then again, Stig's odds of finding the trap were higher in 5E.  Stig now fights at a -3 to hit and an Armor Class of 5 for a while.

Impressions:


We're really seeing more of a difference now.  Combat and abilities are working very differently, and for the most part those differences are subjective.  That said, the 1E party continues to struggle against the clock.

Monday, July 8, 2024

Is 5E Really Easier Than 1E? Let's Do Science (Sort Of)! Part III - There Must Be Some Kind of Way Out of Here

We continue working our way through both versions of the Hidden Shrine of Temoachan in an effort to get a more reality-based perspective on whether 5E D&D has been made easier since the time of 1E AD&D.  The party has made it through the first few rooms successfully, though the 1E party is suffering more.

I'll admit that in the early stages, my expectations were flipped in that the difficulty between editions is a lot closer than I'd thought, but at the same time we can see that the 1E party is going to start having some real problems before long.

Having cleared the tomb of Tloques-Popolocas the party continues down the corridor.

Area 6: Rubble-filled Staircase




5E: 

  The party moves down the corridor and turns left.  The dim light of their torches and spells does not penetrate far into the thick darkness but it quickly becomes evident that they can go no further as the stairs are caved in.  Mikhael briefly considers trying to excavate but Weyland, upon examining the pile and making an Investigation check, declares that it is impassible.  Frustrated, Mikhael leads the party back down the corridor and into the large, muddy room.  

  The giant crayfish is wary, but since Mikhael leads the party around the wall to the north and does not approach, it remains calm.  The party reaches the top of a flight of stairs.

Twenty-Five minutes in the dungeon exposed to poison gas.

1E: 

  The party moves down the corridor and turns left.  The dim light of their torches and spells does not penetrate far into the thick darkness but it quickly becomes evident that they can go no further as the stairs are caved in.  Mikhael briefly considers trying to excavate but after a brief discussion with the party that route is abandoned as impassible.  Frustrated, Mikhael leads the party back down the corridor and into the large, muddy room.  

  The giant crayfish is wary, but since Mikhael leads the party around the wall to the north and does not approach, it remains calm.  The party reaches the top of a flight of stairs.

Some of the party members start coughing and hacking, with Weyland especially feeling light-headed.

Forty minutes in the dungeon exposed to poison gas.

Area 4: Mud-Filled Doorway 



5E: 

Mikhael leads the party down the stairs onto the landing, but it is filled with deep silt that prevents the party from pulling the door open.  He takes his shield and, with Nathair helping using hers, tries to scoop the silt away from the door.  The semi-liquid silt just pours back, however, and after a minute of trying, the party can see that this approach is not working.  His frustration mounting, Mikhael reluctantly leads the party back up the stairs, becoming concerned that the strange gas may soon start to affect the group.  Once again staying close to the wall in the mud room, he leads the party through the door on the west side of the room.

Twenty-Eight minutes in the dungeon exposed to poison gas.

1E: 

Mikhael leads the party down the stairs onto the landing, but it is filled with deep silt that prevents the party from pulling the door open.  He takes his shield and, with Nathair helping using hers, tries to scoop the silt away from the door.  The semi-liquid silt just pours back, however, and after a minute of trying, the party can see that this approach is not working.  His frustration mounting, Mikhael reluctantly leads the party back up the stairs, becoming concerned about the injury the group is suffering from the poison gas.  Once again staying close to the wall in the mud room, he leads the party through the door on the west side of the room.

Forty-three minutes in the dungeon exposed to poison gas.

Comments:

I considered using 1E Morton's Purify Water spell to clear the silt, but I am just not sure it would work.  Besides, if they got through the door, the 1E party would be separated from the 5E party and I don't need that headache. 

Area 8: Courses of the Gods 



5E: 

Mikhael leads the party down a flight of stairs to a door.  Weyland makes an Investigation check to find traps and finds none.  Pushing the door open, Mikhael peers inside sees no immediate danger, and leads the party through.  Stig inconspicuously grabs the silver pyramid as he passes by it, but fails his sleight of hand roll miserably the others know it, but they still don't care.

Thirty-one minutes in the dungeon exposed to poison gas.

1E: 

Mikhael leads the party down a flight of stairs to a door.  They are no longer moving at the same level of caution because the party's ability to keep soaking the poison gas damage is running low.  Stig makes a Find Traps roll and finds none.  Pushing the door open, Mikhael peers inside sees no immediate danger, and leads the party through.  Stig inconspicuously grabs the silver pyramid as he passes by it, succeeding in his Pick Pockets roll and nobody notices.

3gp gained.

Forty-seven minutes in the dungeon exposed to poison gas.

Comments:

Sometimes nothing happens in a dungeon room, especially in one like this where time is of the essence.  1E takes longer to search than 5E, and it shows when PCs are no longer trying, and just trying to make it through.

Area 9: Stone Statue

 5E:


Mikhael leads the party through a door and around a corner, soon coming to a statue on one side.  Weyland and (Stig assisting) rolls Investigation (with advantage) to look for traps.  They find none, and Stig asks Mikhael to give him a boost up onto the tray.  Weyland stops this.  The statue is top-heavy and may fall if Stig climbs onto it.  Stig rolls Acrobatics to use the other wall features to climb high enough to reach the gem eyes.  As he leans over, he fails a roll and falls onto the tray, toppling the statue.  


Stig falls with the statue and is lightly injured.  With the statue down and broken, the party realizes there is a passageway behind it.  They gather the gems and the sword from the statue and decide to investigate the tunnel.  Might it be a way out?

Thirty-four minutes in the dungeon exposed to poison gas.

 1E:


Mikhael leads the party through a door and around a corner, soon coming to a statue on one side.  Stig rolls to Check for Traps and succeeds.  He finds none, and Stig asks Mikhael to give him a boost up onto the tray.  He gets up onto the tray easily, but his weight causes the statue to topple over.


With the statue down and broken, the party realizes there is a passageway behind it.  They gather the gems and the sword from the statue and decide to investigate the tunnel.  Might it be a way out?

4gp treasure (the onyx eyes)

Fifty-one minutes in the dungeon exposed to poison gas.  Each character takes more damage.  Nathair casts Cure Light Wounds on Weyland, healing only 1 hit point.  She casts it again and heals him for 3 more.  She has no more Cure Light Wounds spells memorized.  Morton casts Cure Light Wounds on Stig but only heals him for 2 hit points.  

Comments:

The 1E party is in a bad way and getting worse.  To compound the problem, their healing resources are running low.  Things aren't looking great for Stig and Weyland.  


Area 10: Secret Passage


5E: 

Mikhael leads the party through the passageway quickly, takes the left and, after a short time, can see the other end of the passageway is wedged open.  The party quickly makes for the opening and exits the tunnel.

Thirty-five minutes in the dungeon exposed to poison gas.

1E: 

Mikhael leads the party through the passageway quickly, takes the left and, after a short time, can see the other end of the passageway is wedged open.  The party quickly makes for the opening and exits the tunnel.

Fifty-two minutes in the dungeon exposed to poison gas.

Comments:

Nothing really to say here.  It's a hallway.

Impressions:


I can see why there are few encounters in this dungeon.  The 1E party is barely holding together and I wouldn't bet on the survival of Stig and Weyland.  The 5E group is holding up fine, having used relatively few resources and not yet injured, except for Stig who is his own worst enemy.

Sunday, July 7, 2024

Is 5E Really Easier Than 1E? Let's Do Science (Sort Of)! Part II - The Entrance

We begin the adventure.  

Just to be clear, this isn't meant as a review of the editions, or of the adventure.  I'm not going to spend time on the elements that are purely roleplay or irrelevant to the difficulty of the editions.  If you'd like detailed commentary on the module itself, there are loads of them out there.  This is just our experiment on adventuring difficulty.

Maps and illustrations will show the 1E version on the left and the 5E version on the right.  

The most observant will notice that both of these 
images depict the same scene.

Note that the maps both have the same compass directions in terms of how the dungeon is oriented, but the 5E map had the North pointing to the left of the page.  I want to have North pointing up, so for the sake of consistency, I'll rotate the 5E map 90 degrees right to align the compass roses.

Yes, yes.  We all know 5E is prettier.

The scale of both maps is 1 square = 5'

So, let's head on in...

Not So Fast...

One feature of this dungeon is that the lower levels are filled with poisonous gas.  The way this gas works is different between editions:

1E: The gas inflicts 1-6 hit points of damage per turn (A turn is 10 minutes.)
5E: The gas inflicts 3(1d6) poison damage every hour. 

Various means, both magical and nonmagical, will mitigate the effects.

Area 1: The Vault of Chicomoztoc

This room is... complex.

The party enters the dungeon through a sinkhole/cave in and are sealed inside.

5E:

  Not only is it dark, but light sources don't penetrate far due to the gas in the air.  Each PC lights a torch, casts Light, etc. to have his or her own source of illumination.

  Having the lowest wisdom of the group, Mikhael decides to head straight over to alcove D and picks up a figurine of a red warrior without hesitation.  He examines it briefly and then puts it back on the display.  

Stig, seeing that it had no adverse effect, decides to pick out one or two figurines to keep as souvenirs.  He searches each alcove in turn until he makes his way to niche C and, after failing an investigation check doesn't notice the valuable material used in some of the figurines.  He eventually settles on the panther in the central display and since he likes panthers, slips it into his pack.  Nobody else is near and so they do not notice him doing this, except Nathair who is also at the center display.  She sees him but doesn't care.  

Nathair examines the center display and, after a successful Perception check with Advantage (with help from Stig who is right there with her) notices that the scout figurine is not holding a staff but an actual key.  She checks around to see if there are any noticeable traps on the display and, finding none takes the key off of the scout figurine.  She pockets the key and puts the figurine back.  


Meanwhile, Weyland is examining the door and rolls an Investigation check.  Succeeding, he notices the keyhole.  "Hey!" he says.  "I think we can get out of here if we find a..."


"Key?"  

Weyland is startled as Nathair is suddenly beside him, brandishing the key she found in the center display.  She does this a lot and he hates it because she manages to get him every single time.  Nathair finds it terribly amusing.  The party regroups and Weyland checks again to be sure there are no hidden traps.  He makes another Investigation check and succeeds.  There are no traps to be found so Nathair inserts the key into the lock and turns it.  The door opens easily and the party emerges from the room.

The party spent a little over a minute in the room and has not yet been affected by the poison gas.

1E:

  Not only is it dark, but light sources don't penetrate far due to the gas in the air.  Each PC lights a torch to have his or her own source of illumination.

  Having the lowest wisdom of the group, Mikhael decides to head straight over to alcove D and picks up a figurine of a red warrior without hesitation.  He examines it briefly and then puts it back on the display. 

Stig, seeing that it had no adverse effect, decides to pick out one or two figurines to keep as souvenirs.  He searches each alcove in turn and can see the figurines are somewhat valuable, but he doesn't bother to collect them because they are fragile and likely to break once inside his pack anyway.  Still, he wants a souvenir.  He eventually settles on the panther in the central display and since he likes panthers, slips it into his pack.  Nobody else is near so they do not notice him doing this. 

Nathair examines the center display and notices that the scout figurine is not holding a staff but an actual key.  She asks Stig to check the display for traps on the display.  Stig finds none.  (He failed his Find Traps roll but there is no trap so it doesn't matter.) Nathair takes the key off of the scout figurine.  She pockets the key and puts the figurine back. 

Meanwhile, Weyland is examining the door he notices the keyhole.  "Hey!" he says.  "I think we can get out of here if we find a..."

"Key?"  

Weyland is startled as Nathair is suddenly beside him, brandishing the key she found in the center display.  She does this a lot and he hates it because she manages to get him every single time.  Nathair finds it terribly amusing.  

The party has now spent enough time breathing the poison gas that it starts to take its toll.  Each PC takes damage and they realize they must move more quickly to get out of here before they're overcome.  

The party regroups and Stig checks the door for traps.  There are no traps to be found so Nathair inserts the key into the lock and turns it.  The door opens easily and the party emerges from the room.

The party spent a little over ten minutes in the room and is taking damage from the poison gas.

Comments:

I found two things to be noteworthy here.

First, when a PC investigates something in 1E, they simply find it unless it's well hidden, in which case the DM would secretly roll to see if the PC finds something.  This would usually be in cases where there's a false bottom to a drawer or a concealed niche in the wall.  Otherwise, the PCs don't need to roll, although it is a common house rule to have the PC roll some sort of check, either Int or Wis.

Second, the gas is much more dangerous in the 1E version because the DM rolls damage every ten minutes rather than per hour.  That isn't because of the system per se, but it does reflect the mentality of the 1E designers.  This first room would naturally take a lot of time to search, and this is presumably meant to convey to the players that they don't have time to dawdle.  Sadly, in my damage rolls, it seems the PCs with the fewest hit points took the most damage.  Weyland especially will be in trouble soon at this rate.

As a more minor note, the spellcasters are able to cast the Light spell as a cantrip in 5E, which costs nothing whereas it is a 1st Level spell in 1E, so the PCs who could cast Light are still going to use a torch.

Area 2: The Hall of Thrashing Canes

It's a hallway.  I guess.

5E:

  The party proceeds slowly with Mikhael leading.  They keep their eyes peeled as they move.  Mikhael does not notice the pressure plate but Stone does (by making a successful Perception check) before stepping on it, and stops Mikhael from going any further.  Mikhael gingerly steps back from the plate and asks Stig to see if he can disable it using his thieves' tools.  Stig succeeds in disabling the trap and the party moves forward to the double doors at the end of the corridor.

The party spent six minutes in the corridor and is not yet feeling the effects of the gas.

1E:

  The party proceeds slowly with Mikhael leading.  They keep their eyes peeled as they move but cannot afford to spend too much time doing a careful search as the gas is already affecting them.  Fortunately, the trap fails to trigger when they walk over the pressure plate and they make it to the end of the corridor after a minute and a half.

Comments:

Checking for traps in 1E takes a long time, as much as a full minute on something like a door.  Indeed the party cannot afford to spend that kind of time checking every space as they move through the dungeon.  Fortunately, the designer of the module throws the PCs a bone here and the trap only has a 1/3 chance of triggering.  The party was lucky this time.  The trap doesn't really do much in the way of damage, but it will block the passage after it's tripped, and that would be a very serious problem if any PCs are stuck behind it.

The 5E version of the trap always works once enough weight is on it, and does more significant damage.  It also explicitly describes what has to be done to disable the trap and how long it takes.  

So far, the real determining factor is the rate at which the poison gas damages the PCs.  

Area 3: Roost of the Conch


5E:

The party moves into the large room, noticing the large, crayfish-like creature near the boulder.  It has not attacked, and Mikhael slowly steps toward it, hands open.  The creature starts talking rapidly in a language none of the party recognizes.  Its intentions are clear, however, as it raises its claws in the air as a clear threat.  Time is of the essence and Mikhael would rather not spend the time in combat, so he casts Speak With Animals and is able to communicate directly with the beast.  Mikhael makes a Persuasion roll and successfully convinces the creature that the party is not a threat.  After a few moments, Mikhael nods.  "We may not approach it, but it will allow us to go around if we keep our distance."

The party stays close to the wall, working its way to the right until it reaches the door.  It is unlocked, and they move through.

The party has now spent 9 minutes in the dungeon.  No gas effects yet.

1E:

The party moves into the large room, noticing the large, crayfish-like creature near the boulder.  It has not attacked, and Mikhael slowly steps toward it, hands open.  The creature starts talking rapidly in a language none of the party recognizes.  Its intentions are clear, however, as it raises its claws in the air as a clear threat.  Time is of the essence and Mikhael cannot afford to spend too much time with this creature.  Nathair steps forward and casts Speak With Animals and is able to communicate directly with the beast.  She isn't very charismatic so she acts only as an interpreter for Mikhael.  The Reaction Roll for the creature succeeds and Mikhael successfully convinces the creature that the party is not a threat.  Nathair explains to the party "We may not approach it, but it will allow us to go around if we keep our distance."

The party stays close to the wall, working its way to the right until it reaches the door.  It is unlocked, and they move through.

The party has now spent 14 minutes in the dungeon.  No additional gas effects yet.

Comments:

We're now starting to see more of an impact between editions.  Although the encounters were both successfully handled through bargaining, it cost the 5E party nothing, as Mikhael's ability to cast Speak With Animals is an Oath Spell.  In 1E, Mikhael is not yet high enough level to cast spells at all, and so it fell to Nathair to use her 2nd Level Cleric version of Speak With Animals.  She only gets five Cleric spells of second level per day, so the cost is significant.


Area 5: Tomb Stone and Wet Lime

All left turns.  It's like NASCAR.

5E:

The party moves carefully down the corridor, noticing an exposed seam in the wall.  A way out, perhaps?  Mikhael runs his metal gauntlet over the seam and it appears the stone can be moved.  He presses against the stone but it won't budge.  He calls for assistance from the others and is joined by Stone and Stig.  Together they push, but Stig recoils in pain as the acidic lime causes a burn for 1 HP of acid damage.  He quickly wipes his hand off on his breeches.  Mikhail and Stone aren't affected because of their metal gauntlets.  Mikhael offers his shield to Stig and he uses it to push against the stone.  After a minute, the stone plug has been pushed far enough to allow the party to enter the room beyond.

Eleven minutes in.  No gas effect yet.

1E:

The party moves carefully down the corridor, noticing an exposed seam in the wall.  A way out, perhaps?  Mikhael runs his metal gauntlet over the seam and it appears the stone can be moved.  He presses against the stone but it won't budge.  He calls for assistance from the others and is joined by Stone and Stig.  Together they push, but Stig recoils in pain as the acidic lime causes a burn for 1 HP of acid damage.  He quickly wipes his hand off on his breeches.  Mikhail and Stone aren't affected because of their metal gauntlets.  Mikhael offers his shield to Stig and he uses it to push against the stone.  After nine minutes, the stone plug has been pushed far enough to allow the party to topple it forward and enter the room beyond.  As the PCs are pushing the stone, they feel more pain and illness as the gas causes them more damage.

The party has now spent 27 minutes in the dungeon.  The gas has had additional effects.

Comments:

The 5E version of the module is much more generous with the time it takes to push the block.  It takes between 7 - 10 rounds to do it, and that almost guarantees another bout of poison gas damage.  It's also worth mentioning that in the 1E version, prolonged contact with the acidic lime can cause effects that could hamper the PC's fighting abilities for DAYS.  

The poison gas has hit Stig the hardest, and he's going to need healing soon.

Area 7: The Sepulcher of Tloques-Popolocas

Sometimes you can just tell a room in a dungeon is
going to be a headache.

5E:

The party steps forward into what appears to be a foyer.  Two massive bronze doors with glyphs on them stand in their way.  Morton casts Comprehend Languages and is able to read the glyphs... a warning that this is the tomb of Tloques-Popolocas.  The tomb of a powerful being is a red flag for traps, so Weyland checks the door carefully for them.  He succeeds, realizing that if they can pick the lock, the trap will not be triggered when they open the doors.  Stig gets out his thieves' tools and gets to work.  He barely succeeds but with his special proficiency in thieves' tools, it got him over the line.  He pushes the doors open.




The chamber within is beyond ancient, and more glyphs appear on the floor, the monument, and everywhere.  Morton's spell is still active and he can read the glyphs.  "More warnings from whoever is in that box," he says, indicating the sarcophagus.  As he reads the glyphs on the sarcophagus, a magical trap is triggered.  Mikhael, Nathair, Stig, and Morton have now been cursed.  There is evil here, and Mikhail decides it is their duty to destroy it, even though it will take precious time.  Weyland, working together with Morton reads the glyphs, and Weyland examining a set of numbers on the base of the large block, realize that the glyphs that indicate Tloques' date of death are the combination to press the numbers.  Weyland does so, and the lid slides open a  few inches.  Mikhail and Stone climb to the top of the pedestal and slide the lid open.

Inside the sarcophagus is a dessicated corpse along with several items that appear to be valuable.  Weyland examines the inside for possible traps but finds none.  He then reaches for the ornate mask.  Stig greedily sprints up the side and starts taking treasure as well.  Nathair gets in on it as well, interested in the pendant the corpse wears, hoping it might be an item of religious importance.  As soon as she pulls it out, however, the corpse begins to stir as flesh and bone begin to knit.  Nathair and Weyland move to replace the items but Mikhael and Stig stop them.  Mikhael feels a duty to destroy this evil, and Stig lusts for the treasure.  

The corpse continues to incorporate, and the party prepares for battle.  Stig grabs another item from the sarcophagus before preparing.  Stone and Mikhael attack immediately, hoping to destroy the creature before it can fully revive.  Stone moves more quickly, and with two strikes from his warhammer, he crushes the creature to true death.  Certain that their enemy is destroyed, the party loots the sarcophagus and Stone takes the axe embedded in the wall, and departs.

The party is twenty-four minutes in the dungeon, and the gas is not yet at dangerous levels in their systems.

In this encounter, the party earned 1,800 XP.

1E:

The party steps forward into what appears to be a foyer.  Two massive bronze doors with glyphs on them stand in their way.  Stig attempts to read the language but is unsuccessful.  Morton is also unable to make anything of the text.   Weyland casts Comprehend Languages and is able to read the glyphs... a warning that this is the tomb of Tloques-Popolocas.  The tomb of a powerful being is a red flag for traps, so Stig checks the door carefully for them.  He succeeds, realizing that if they can pick the lock, the trap will not be triggered when they open the doors.  Stig gets out his thieves' tools and gets to work.  He succeeds and pushes the doors open.

The chamber within is beyond ancient, and more glyphs appear on the floor, the monument, and everywhere.  Weyland's spell is still active and he can read the glyphs.  "More warnings from whoever is in that box," he says, indicating the sarcophagus.  




There is evil here, and Mikhail decides it is their duty to destroy it, even though it will take precious time.  Weyland reads the glyphs and examines a set of numbers on the base of the large block, realizing that the glyphs that indicate Tloques' date of death are the combination to press the numbers.  Weyland does so, and the lid slides open a  few inches.  Mikhail and Stone climb to the top of the pedestal and slide the lid open.

Inside the sarcophagus is a dessicated corpse along with several items that appear to be valuable.  Stig examines the inside for possible traps but finds none.  He then reaches for the ornate mask.  Stig greedily starts taking treasure as well.  Nathair gets in on it as well, interested in the pendant the corpse wears, hoping it might be an item of religious importance.  As soon as she pulls it out, however, the corpse begins to stir as flesh and bone begin to knit.  Nathair and Weyland move to replace the items but Mikhael and Stig stop them.  Mikhael feels a duty to destroy this evil, and Stig lusts for the treasure.  

The gas continues to harm the party.

The corpse continues to incorporate, and the party prepares for battle.  Stig grabs another item from the sarcophagus before preparing.  Stone and Mikhael attack immediately, hoping to destroy the creature before it can fully revive.  Stone moves more quickly, and with a strike from his warhammer, he crushes the creature nearly to death.  Mikhael swings his weapon and finishes the creature off before it can recover any further.  Certain that their enemy is destroyed, the party loots the sarcophagus and Stone takes the axe embedded in the wall.

Weyland is severely injured from the gas, and Nathair casts Cure Light Wounds on him.  He heals somewhat, but is still far from recovered.

The party is thirty-seven minutes in the dungeon, and the gas is becoming a severe problem.

In this encounter, the party earned 2,000 XP and 2,596 gp worth of treasure not counting the magic items.  

Comments:

The creature in this room is a modified Vampire Spawn in 5E and a full-blown Vampire in 1E.  In either case, it is in a severely vulnerable state as it begins to reform.  Notice that Stone has two attacks at level 5 in 5E and was able to dispatch it quickly by himself while Mikhael had to take the second strike in 1E. 

There have also been additional spells used, including one of Nathair's Cure Light Wounds in 1E to keep Weyland alive, who was injured severely enough that the next time the gas affects him, he could have been killed.

The curse that was triggered by reading the glyphs in the 5E encounter will result in a servant of Tloques visiting the PC seeking revenge.  No such trap exists in the 1E module because every PC will have this curse regardless, just for breaking into the tomb.

The axe Stone took is cursed.  In 5E it is a Berserker axe and a cursed axe +2 in 5E that does less damage against CE creatures and teleports into the owner's hand when encountering LG ones.  In both cases the axe has additional special properties owing to spell scrolls embedded in the handle.

I did not bother totaling up the gp value of the treasure found for the 5E encounter but I did for the 1E.  The reason is that in 1E AD&D, treasure counts toward XP at the rate of 1gp = 1XP in most cases.  

Note that XP for treasure is not actually awarded until the items are sold.

It's also worth noting that I curtailed the XP for Tloques in 1E because in that version of the game, the DM is expected to calculate XP based on the creature's stats but also the overall difficulty of the encounter.  The PCs easily slew the awakening vampire and so I cut the XP down drastically.  The typical value for a Vampire as calculated in 1E is about 8,000XP.

Impressions so far:

I have to admit that 5E is closer in difficulty to 1E than I was expecting overall.  That said, we can see that the 1E version is beginning to take its toll.  The 1E party has had to expend more party resources and is taking substantially more damage from the poison gas than in 5E, in which the party has not yet taken any.

The real difference is that 1E is much more DM-oriented in terms of handling things like skills and time while 5E is much more structured.  This can be a good thing if the DM would otherwise be inconsistent.  

I suspect the difficulty differences will become more evident as we go, but for now, there is no clear "winner."

Is 5E Really Easier Than 1E? Let's Do Science (Sort Of)! Part I

It isn't a secret or a surprise to anyone that the Dungeons & Dragons game has changed massively over the 50 years it has been around.  To be honest, what surprised me is how much it has not changed.  It is still possible to pick up a 1st Edition AD&D module and run it in a 5th Edition campaign without too much effort at all.  

But that isn't the question.  Grognards (like me) often complain and criticize 5E for being nerfed to the rooftops.  Now, I'm pretty sure that's an accurate criticism, but is it really?  I could be wrong.  I could be hilariously, wildly, laughably wrong.  (I know, I know, hard to believe but the truth is the truth!)

And yes, I know 5.5E is about to drop, but we'll just assume for now that there won't be a significant difference in difficulty level.

So I think it's time for as empirical a test as I can run.  This is a project that will likely take a very, very long time but I think even if it never gets finished we'll have an answer to the question:  Is 5E really easier than 1E?

The Setting:


So here's how I propose to test that.  I have two copies of the classic module The Hidden Shrine of Tamoachan.  One is the original version printed in 1980 by TSR for the Advanced Dungeons & Dragons game (1E).  



The other is the revision for 5th Edition published in the Tales From the Yawning Portal book in 2017 by Wizards of the Coast.  




I am using this module because as a DM, I ran my group through it once, but they lost interest in the dungeon because it was difficult and the nature of the adventure was one of simply going after the treasure, not being heroes that save the day, so I think they just got bored.

The Rules:


I will use two sets of characters:  one 1st Edition and one 5th Edition.  They will be as identical as I can make them.  Now, since I am going to solo this, I can't run it as a regular DM/players dynamic so here are the rules I will follow:

  • I will not use any foreknowledge of the module.  (I.E. No metagaming)
  • I will run both adventuring parties through the dungeon at the same pace, following the same route and making the same decisions.  
  • It will be possible for one party to deviate slightly from the other.  For example, one group may successfully find a secret door while the other does not.  I may make an exception and fudge the result if finding the secret door results in things becoming so different that it's no longer possible to compare the two adventures 1:1.
  • If a PC is killed then he/she is killed.  No fudging unless, as above, it results in the whole experiment being skewed.  
  • I will document the entire experiment here on this blog as I go.  I'll add my impressions along the way so that even if I never finish the module, we can at least get a pretty good idea of which way the results are going.
  • I am not going to make the hit and damage rolls 1:1 between the two.  Part of this test is to get a feel for which system is easier by determining whether it's easier to hit and do lots of damage.  Also, tactics will be different where PC abilities are different.  A 1E Fighter does not have an equivalent of the Second Wind ability, for example.

The Criteria:


So how will we judge which is easier?  It may be tempting to use a metric like XP to determine which party is more successful, but I don't think that would be very helpful.  The XP tables truly are on a different scale.  For example, a 1st level 5E fighter needs 300XP to reach level 2.  A 1st level 1E Fighter needs 2,000 XP to reach level 2.  The XP for monsters also varies so that wouldn't be helpful.  I think we'll go by the following:
  • Casualties.  If there are more deaths on one party than the other, that would suggest the answer as to which is more difficult.  Mind you, sometimes you can have just really bad luck on die rolls which could skewer the results, but we'll take note of that if it happens.
  • Treasure.  The Hidden Shrine of Tamoachan is primarily a dungeon crawl for treasure, so we can compare the haul from both parties.
  • Time.  It may be that both parties complete the dungeon without losing anybody or having a significant difference in treasure hauled.  In that case, the party that takes the most in-game time will be the tiebreaker.

Conversion notes, 5E to 1E

  • I will retain the level and proportion of XP.  So if a character is leel 5 and is 50% of the way to level 6, then the 1E character will also.
  • Ability scores will be retained.
  • Equipment will be the same.  If a particular piece of equipment exists on one edition and not the other, then the closest replacement will be used.
  • Hit points will be the same, as long as it's mathematically possible for a character of the same level in both editions to be the same.  That isn't always the case.  For example, a 2nd level Magic-User can have an absolute maximum of 12 Hit Points in 1E.  In 2E, a level 2 Wizard can have up to 22.  In those cases, the PC with too many Hit Points will have their Hit Point max reduced to what is possible. 
  • The Paladin class, in 1E, was originally a subclass of Fighter.  It was later changed to be a subclass of Cavalier in the Unearthed Arcana book.  I will use the Fighter version.  This version is more similar to the later versions orf Paladin since the Cavalier did not make it past 1E (Except as a Fighter kit in 2E, and the less said about that the better... And I'm sure there's a 3E Prestige Class for it but... yeah.)
  • The Paladin class in 1E requires a minimum Wisdom score of 13.  My 5E Paladin does not meet that requirement.  Since the Paladin can still mechanically function in 1E with a Wis of 9 I am going to overlook that for the sake of keeping the characters as similar as possible.  It is worth noting, however.
  • In listing the PCs below, for Class and level, I'll use the format "Class (Subclass)" for 5E and "Class (Level Title)" for 1E
  • If a PC is of a race that isn't playable in 1E, they'll default to Elf.

Our Heroes

I'm not going to list out every single aspect of the characters below for brevity, but you'll notice some differences in Hit Points and such.  That's because Ability scores give different bonuses in each of these two editions (5E bonuses are always higher.)

So, without further ado, let's meet our champions.



The Party Leader:

    Mikhael of Lyonesse                            
    Level 5 Human Paladin (Oath of the Ancients)             Level 5 Human Paladin (Warder)
    Current XP: 11,673                                                        Current XP:  37,350
    Armor Class: 21                                                             Armor Class: -1
    Proficiency Bonus: +3                                                   THAC0: 16
    Alignment: Lawful Good                                               Alignment: Lawful Good
    Hit Point Maximum: 56                                                 Hit Points: 56
    Main Weapon: Longsword +1                                       Main Weapon: Longsword +1


Combat Support:

    Stone, Lord of Utreshimon's End
    Level 5 Human Fighter (Battlemaster)                          Level 5 Human Fighter (Swashbuckler)
    Current XP: 12,466                                                       Current XP: 31,165
    Armor Class: 20                                                             Armor Class: 2
    Proficiency Bonus: +3                                                   THAC0: 16
    Alignment: Lawful Neutral                                            Alignment: Lawful Neutral
    Hit Point Maximum: 55                                                 Hit Points: 50
    Main Weapon: Warhammer +2  (2h)                             Main Weapon: Lucern Hammer +2

Healer:

    Nathair Zmeya 
    Level 6 Yuan-Ti Cleric (Trickery)                                 Level 6 Elf Cleric (Canoness)
    Current XP: 22,664                                                       Current XP: 54,196
    Armor Class: 19                                                             Armor Class: 2
    Proficiency Bonus: +3                                `                 THAC0: 18
    Alignment: Chaotic Neutral                                          Alignment: Chaotic Neutral
    Hit Point Maximum: 53                                                Hit Points: 53
    Main Weapon:  Mace +1                                               Main Weapon: Horseman's Mace +1

Magical Support:

    Weyland Yutani   
    Level 5 Half-Elf Wizard (Necromancer)                        Level 5 Half-Elf Magic-User (Thaumaturgist)
    Current XP: 13,026                                                         Current XP: 37,217
    Armor Class: 17                                                              Armor Class: 5
    Proficiency Bonus: +3                                                    THAC0: 20
    Alignment: Chaotic Good                                               Alignment: Chaotic Good
    Hit Point Maximum: 28                                                  Hit Points: 20   
    Main Weapon: Quarterstaff                                             Main Weapon: Quarter Staff

Specialist:

    Stig The Wanderer                                                           
    Level 5 Human Rogue (Thief)                                        Level 5 Human Thief (Burglar)
    Current XP: 12,874                                                         Current XP: 18,391
    Armor Class: 18                                                              Armor Class: 3
    Proficiency Bonus: +3                                                    THAC0: 19
    Alignment: Chaotic Neutral                                            Alignment: Chaotic Neutral
    Hit Point Maximum: 39                                                  Hit Points: 30
    Main Weapon: Shortsword +1                                        Short Sword +1

Support:

    Merry Morton the Musical Minstrel of Mirabar
    Level 7 Human Bard (Lore)                                           Level 7 Human Bard (Troubador)
    Current XP: 30,660                                                        Current XP: 54,105
    Armor Class: 16                                                              Armor Class: 6
    Proficiency Bonus: +3                                                    THAC0: 16
    Alignment: Neutral Good                                               Alignment: Neutral Good
    Hit Point Maximum: 61                                                 Hit Points: 56
    Main Weapon: Rapier +1                                               Main Weapon: Long Sword +1

For purposes of this write-up, I'll begin at the entrance to the dungeon in Part II!

 

Wednesday, July 3, 2024

Mediocre Players and the Ego Game

Back when my favorite FLGS (Friendly Local Gaming Store) DropZone was open, I'd go there once a week after work to game as it was more or less on the way.  None of my friends were usually there but occasionally I'd manage a pickup game.  

One player in particular, I remember playing against.  (I don't remember his name now.)  I played him a few games in Firestorm Armada and Infinity.  He beat me every single time in both games.  I'm not even talking about close matches I mean I received a full-on drubbing every time.

Now, at first that didn't bother me.  I was new to those games and this guy had experience so of course he would be expected to win.  My objective was less about winning and more about learning.  I also hoped to get some helpful tips from a better player.  Well, that never happened.  He never offered me constructive criticism after a game, he never made suggestions on how I could improve my force or tactics.  He was just happy to defeat me time after time.

The last time I played him, I remember one of the staff commenting to him, jokingly, "Beating up on the new guys again, I see."  He reacted with a shrug.  That was pretty telling.  I realized then that he wasn't going to be a mentor in any way, shape, or form.  I'd seen him play others and he was mediocre against other experienced players, and I never saw him beat one of them.  

So what was going on here?  Well, from what I could tell, he was a mediocre gamer who had developed a habit of playing new players because he could beat them easily.  That was his reputation.  He wasn't being nice.  He wasn't being friendly.  He was just some guy whose ego needed easy wins, and newbies like me were the means to get that.

I don't harbor any resentment toward the guy.  At least I got to play some games.  The downside of the culture at DropZone was that it tended to be very clique-ish.  Since none of the people in my regular gaming circle were there when I would go after work, I was basically the odd man out.  I continued to go there after work once a week but I never played that guy again, even when he offered me a game.  I didn't tell him why, just made some excuse about having to leave soon.  He wasn't looking for a game that would bring mutual enjoyment.  He wasn't looking to play me out of a sense of friendship.  He only wanted to play me because he knew he'd be guaranteed to win.  I honestly felt a little sorry for him.   

If I could say something to that guy, and to other gamers like him, I'd say something like this:

Hello.  I'm glad we share an interest in the same game, and it would be cool to play you again sometime after I have gained more experience and sharpened up my skills.  In the meantime, I have to be honest, it gets old feeling like your personal punching bag.  Gaming is fun whether you win or lose, but there is an element of sportsmanship that I feel is absent when I play you.  You aren't playing for fun, you're playing for your ego.  It's almost as if you're afraid to offer me some friendly advice because I may someday start to beat you more often than not.  That's a shame, because it makes you someone who isn't fun to play against.  It's been a long time and maybe you're different now, but sadly I remember you as being kind of a jerk.  No hard feelings, and honestly I did learn from you, just not anything in game.  I learned to be more careful about who I play, and stick with opponents who will whip my butt in a game I'm new to, but also give me some friendly advice so I can improve my game, which is a benefit to both sides.  I hope you can see that.  If not, that's a problem you should work on.

Typically when I play a game, if I find myself winning most of the time, I'm likely to make suggestions to my opponent for next time.  Of course, sometimes people are salty right after a defeat but if they seem open to the discussion, then we have it.  Isn't that what it's about?  Getting some games in, making friends, improving?

When I'm bad at a game, I want to play opponents who will help me improve.  If you're afraid of your opponent getting better, I'd gently suggest you think about why that is.