TL;DR: Don’t confuse the crappy design of adventure writers during the tenure of any edition with the actual capabilities of the edition. Also, many of my responses are just a reference back to my
earlier post, which already discussed much of this.
I think that's a fair stance. But overall, I was replying to another conversation, and about 5th edition specifically, in some of the bits you're quoting, so some of your comments don't make sense in that light (and I wasn't ignoring you so much as dealing with one person at a time, and it takes me a long time to type up these things).
And to underscore this point I would like to point out that they started publishing the Dragonlance modules using the 1e ruleset before the Unearthed Arcana was published. Just because the modules cater to a playstyle doesn't mean the mechanics require it.
I completely agree, and have actually written specifically on this subject (on the late G+, so I can't reference it). It's why I said in my very first post in the thread that "Old school play is two things: play style, and rules mechanics." I've never held to the school that only mechanics matter. But I do claim that mechanics inform playstyle, that what's in the rules shapes what tends to come out of them.
Possibly true of 0e and B/X, but
AD&D isn’t particularly lethal. I actually find 4e to be more dangerous than AD&D, except in 4e published adventures, which are set on easy level. But that is again an adventure design issue, not a system issue.
Bad article; expert cherry-picking that largely ignores the often much lower hit point totals (it makes a joking aside to mages with 1 HP, but doesn't stop to actually consider that this was a common thing, and with more than just mages), completely ignores the existence of (very common) green slime, yellow mold, rot grubs, and save or dies at all levels in general. It ignores wandering monsters as a baked-in design decison (vs. all planned encounters). It also completely ignores the (sometimes much, much higher) wilderness encounter numbers (hope you like your orcs and morlocks by the hundreds), and, though admittedly less common, the level disparities that exist on some random encounter tables (i.e. that you can get monsters way outside your threat level, not just "level-appropriate" ones: e.g. in OD&D you have a 1 in 6 chance of your 1st dungeon level wandering monster being ogres, wraiths, lycanthropes and the like). And it seems to ignores the later edition healing surge and rest mechanics completely, an extremely odd oversight.
(As an aside, I'm curious as to what makes it harder to run away in 4th compared to 1st, as the writer claims; that's not a rules interaction I'm familiar with. In 1st and such, it's theoretically easy, but in practice the existence of heavily armoured fighters with the resultant mandatory speed penalties means that you're only getting away if you're willing to toss the fighters or you have enough money or food or some other trick to get around their slow speeds via distractions).
None of those are system issues, they are all adventure design issues.
You mention this a lot, so I'll try to cut to the chase somewhat: what you're responding to here was all in response to the other guy asking to lay down old school principles so we could be on the same page, not any attempt at a refutation of all modern editions. Yes, a lot of it could be resolved via play style. The fact that modern editions don't play this way is to me rather significant, regardless of the fact that it's theoretically possible. It's not a coincidence that almost everything Bryce is reviewing sucks at conveying this style, even when the module claims that's what it's aiming at. The form dictates the function, what's technically possible aside.
But if we're having our own separate conversation here, then you and I started more in terms of specific points of detail (and I think the devil is in those here): the things I felt 4th did *mechanically*, not playstyle-wise, that hindered an attempt at an old-school gaming experience. I'll try to evenly cover the key points you raised on that issue, and the ones I did, and mash it all together.
Your mention of all the crazy 1st ed subsystems is fine, and I generally prefer fewer resolution mechanics than more. But I don't play 1st for that reason: it's too futzy. You'll note I didn't raise any of it as strengths in my earlier posts.
Social skills are just reaction and loyalty checks.
Reaction checks are for encounters, and loyalty checks are for henchmen. They're specifically situational. I think it's fair to say Diplomacy translates mostly straight across to reaction (though 4th is more generous with it does that the reaction rules in general are, suggesting it for non-combat situations in a way reaction does not, and that's not something to brush over). But there's no equivalent to the Bluff mechanic that does your lying for you, no Insight checks to serve as a quasi-lie detector. It's better than 3rd and 5th (which have more skills of this type), but overall there's only a surface similarity there. That you can force a player to do more than roll is not relevant, IMO: a roll tends to shortcut its way through that because people are lazy, and suggested mechanics dictate playstyle. But if we're looking past what the mechanics naturally lead to and instead focus on what is possible, then I agree that you can mandate RP with all rolls.
Perception checks replace the find traps mechanic, the find secret doors mechanic, and the surprise mechanic.
*Passive* perception does this, yes (and I like it a lot as a mechanic for that reason, except with surprise, but I don't think it's worth going into here). But active perception absolutely does not. In 4th going active only takes a minute (not that time at that level is that important in 4th) and is something available to all, and there's no requirement to describe what you're doing. You can just say the magical phrase "I make a Perception check", and it's done. There's no need for interaction with the world (though we can re-apply everything we covered re: social skiils to here, I suppose). Again, a surface similarity that winds up playing very differently RAW.
Healing and exploratory endurance
I hope you'll understand that I want to try and condense your original response a bit. Let me know if I've skipped something important.
4th has the "you don't die until you're negatively blooded" rule, and 1st edition has -10 HP bleeding rule and I can accept that they're close enough for horseshoes. But no old-school game has multi-tier death saves. It's also worth noting that OD&D, Holmes, and B/X all have 0 HP = death, so I think you're overly focusing on 1st ed here. Either way, more lethal. And there's no such thing as healing surges in a ye olde game, so not every character can just recover 1/4 of their HP multiple times a day at will: you need to get out of battle (if you can) and drink a potion (if you have any, and they're on you), or hope the cleric can get to you and has anything left in the tank. This is vital.
As for your comparison of the two editions' post-battle healing, I again find it a matter of surface similarities and vitally different details. You say that there's no effective difference between holing up and healing surging until you're better vs. holing up and clericing away until you're better. But at 1st level a cleric has one spell in 1st ed, and none in OD&D, Holmes, and B/X. So you can't even do that in some games at the start, and in the others you're unlikely to have enough healing spells to heal everyone in a day unless the fight was very simple or you've got lots of clerics and they're decided to avoid anything but taking healing spells. But more importantly, because of the wandering monster mechanic, you can't just "hole up": that's a recipe for suicide. You very rarely shack up in the dungeon (OD&D players in particular I've seen laugh hysterically at the idea), because something will come for you unless you find a very unusual secret place. So most times you have to leave, and then the wilderness adventure portion comes in (because travel matters in these games) and the wandering monster encounters are far worse ou there. Overall, the practical differences are immense.
I agree with you that it's a low-level thing only, though since old-school games spend a lot more time there thanks to the slower rates of advancement (much slower, in the case of 5th), that's not at all as minor as it sounds. I do agree that mandating a focus on the logistics of wielding the light source is within the reach of any game.
Resources in general (food, water, ammo)
I think you've sold me on the idea that the mechanics for 4th on these are fine, encumbrance aside. The game doesn't at all emphasize this stuff, but it's there.
I don’t remember the exploration rules for 2e. However, I’ve scoured the AD&D DMG for guidelines regarding the frequency of wandering monster checks in dungeons, and the die to be rolled for the check, and never found anything (overland adventures do have it listed though.
P. 110 (1 in 10 chance every hour, vs. OD&D's 1 in 6 once every 10 minute double-move, B/X's 1 in 6 every 20 minutes, or 1st ed's 1 in 6 every 30 minutes).
Thanks for your patience; I hope I got it all (it's a complicated topic, and a lot was said). I don't know if I'll be able to take this degree of time any longer though, so don't feel slighted if I pass up further responses.