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I saw this and thought about how often this spell gets ignored. Most players use it to see in the dark. Boring. I want it to feel dangerous. I want it to make someone pay.
They do not fight to the death. Most things should not.
You roll morale after the first losses. Not at the end. Not when it is obvious. Early. That timing matters. One creature drops. Maybe two. Now you check.
So AD&D was never built around the idea that every fight should be balanced, fair and "level appropriate". This is one of the biggest, I guess shocks for modern players when they come to the table to play AD&D 1e. You could enter a dungeon, turn a corner, run into a monster that is more powerful then you and get your ass handed to you as you finally realize running was a better choice rather then rushing in like a superhero. The correct answer is in most cases is learn how to run and come back later with a better plan.
How mean are White Dragons? That's what this episode is about. We're looking at the dragon itself, what makes it nasty, and how you can use one in your campaign without treating it like a big white lizard with wings.