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B/X D&D on balance
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<blockquote data-quote="pemerton" data-source="post: 5880927" data-attributes="member: 42582"><p>A recent interesting thread brought up some comparisons between 4e and B/X D&D as far as balance is concerned.</p><p></p><p>Moldvay Basic has this to say (p B45):</p><p></p><p style="margin-left: 20px">The DM may choose treasures instead of rolling for them randomly . . . The choices should be made carefully, since most of the experience the characters willl get will be from treasure (usually 3/4 or more). It will often be easier for the DM to decide how much experience to give out (considering the size and levels of experience of the party) and place the treasures to give this result. However, the monsters should be tough enough to make sure that the characters earn their treasure!</p><p></p><p>And under the heading "Everything is balanced", at p B60 </p><p></p><p style="margin-left: 20px">The DM should try to maintain the "balance of play". The treasures should be balanced by the dangers. Some groups prefer adventures where advancement between levels is swift. In such a case, since the treasures are generally greater, the monsters should be "tougher". Other groups prefer adventures where character develoment is more important, and advancement is slower. If the monsters are too tough, and if the parties are reduced by many deaths, then few characters will ever reach higher levels.</p><p></p><p>The Cook/Marsh Expert book says some interesting stuff too (pp X43, 57, X59):</p><p></p><p style="margin-left: 20px">As the campaign goes on, the DM should be especially careful when placing treasures, as these will become even more important in determing the rate at which the characters gain levels and power. They can be the major tool the DM uses to balance the campaign.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">. . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The number of creatures encounterd will depend upon the size of the adventuring party.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">. . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">An entire evening can be spoiled if an unplanned wilderness encouner on the way to the dungeon goes badly for the party. The DM must use good judgement in addition to random tables. Encounters should be scaled to the strength of the party . . .</p><p></p><p>A few things in particular stand out for me.</p><p></p><p>One is that no option is suggested for groups that want rich character development <em>and</em> rapid advancement.</p><p></p><p>A second is that the referee, not the players, is assumed to be principally in control of the rate of XP acquisition.</p><p></p><p>A third is that it seems to be taken for granted that it is the referee, and not the players, who has primary control over the difficulty of the encounters the PCs face - and that the referee therefore has a special responsibility to make sure that those encounters are appropriately balanced. (Appropriate to (i) party strength and (ii) desired rate of advancement.)</p><p></p><p>A fourth is that it seems to be assumed that most acquisition of treasure will require dealing with monsters - who should therefore be "tough enough" to make sure that the treasure is earned. Stealth-style looting without killing doesn't seem to be expressly canvassed.</p><p></p><p>Other thoughts? Is this as radically different from the 4e approach to scenario design and treasure placement as is sometimes suggested?</p></blockquote><p></p>
[QUOTE="pemerton, post: 5880927, member: 42582"] A recent interesting thread brought up some comparisons between 4e and B/X D&D as far as balance is concerned. Moldvay Basic has this to say (p B45): [indent]The DM may choose treasures instead of rolling for them randomly . . . The choices should be made carefully, since most of the experience the characters willl get will be from treasure (usually 3/4 or more). It will often be easier for the DM to decide how much experience to give out (considering the size and levels of experience of the party) and place the treasures to give this result. However, the monsters should be tough enough to make sure that the characters earn their treasure![/indent] And under the heading "Everything is balanced", at p B60 [indent]The DM should try to maintain the "balance of play". The treasures should be balanced by the dangers. Some groups prefer adventures where advancement between levels is swift. In such a case, since the treasures are generally greater, the monsters should be "tougher". Other groups prefer adventures where character develoment is more important, and advancement is slower. If the monsters are too tough, and if the parties are reduced by many deaths, then few characters will ever reach higher levels.[/indent] The Cook/Marsh Expert book says some interesting stuff too (pp X43, 57, X59): [indent]As the campaign goes on, the DM should be especially careful when placing treasures, as these will become even more important in determing the rate at which the characters gain levels and power. They can be the major tool the DM uses to balance the campaign. . . . The number of creatures encounterd will depend upon the size of the adventuring party. . . . An entire evening can be spoiled if an unplanned wilderness encouner on the way to the dungeon goes badly for the party. The DM must use good judgement in addition to random tables. Encounters should be scaled to the strength of the party . . .[/indent] A few things in particular stand out for me. One is that no option is suggested for groups that want rich character development [I]and[/I] rapid advancement. A second is that the referee, not the players, is assumed to be principally in control of the rate of XP acquisition. A third is that it seems to be taken for granted that it is the referee, and not the players, who has primary control over the difficulty of the encounters the PCs face - and that the referee therefore has a special responsibility to make sure that those encounters are appropriately balanced. (Appropriate to (i) party strength and (ii) desired rate of advancement.) A fourth is that it seems to be assumed that most acquisition of treasure will require dealing with monsters - who should therefore be "tough enough" to make sure that the treasure is earned. Stealth-style looting without killing doesn't seem to be expressly canvassed. Other thoughts? Is this as radically different from the 4e approach to scenario design and treasure placement as is sometimes suggested? [/QUOTE]
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