Was AD&D1 designed for game balance?

Was AD&D1 designed for game balance?


This is a logical contradiction.

If humans are a prime focus, as opposed to "one among many", then perforce choosing to human must be preferable to choosing another race.

If no choice is "gimped" then all choices are co-equal. There is no "prime focus".

Ah, but 1E had a false humanocentric assumption amongst player choices. They gave no real reason to play a human. Demi-humans were objectively better than humans execpt for their level limits. But those level limits covered most if not all of 1E's "sweet spot" and (IIRC) as you yourself said the focus after the sweet spot turns to ruling a domain, not direct conflict. I believe all versions of D&D have the stated design goal that the "average" inhabitant in the game world was human. But PCs are not average.
 

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This is a logical contradiction.

If humans are a prime focus, as opposed to "one among many", then perforce choosing to human must be preferable to choosing another race.

If no choice is "gimped" then all choices are co-equal. There is no "prime focus".

This assumption only works if not being gimped is the same as not being as versatile. This is not true, therefore your logic is faulty.
 

Rules are bland. If you found Skill Challenges bland in the original presentation then I charge that you were the one limited in your imagination as to how they could be used in an interesting way.

Or, having already modified the 3e OGC in a more interesting way for RCFG (IMHO, obviously, and also obviously to my taste), I found them bland. Or, in addition, they seemed like a poorly-developed afterthought in the 4e "Core" Core.

In the 1e MM, giant beavers are bland. That doesn't mean that they cannot be used in an interesting way. However, it might be a hint that 1e isn't really about giant beavers. ;)

I never saw any evidence that wandering monsters were imposed as a limit to exploration and mapping.

I take it you never read the 1e DMG then?

Ah, but 1E had a false humanocentric assumption amongst player choices. They gave no real reason to play a human.

This may indeed be true. Gary Gygax clearly intended for this to be the case -- he wasn't shy about saying so -- but how effective it was is another question entirely. Not effective enough, I would agree, if a humancentric milieu is desired.....Indeed, this is one of the things I considered and changed when working on RCFG.

This assumption only works if not being gimped is the same as not being as versatile. This is not true, therefore your logic is faulty.

You've never studied logic, formal or otherwise, have you? :erm:


RC
 

However, the designers were clear that D&D isn't a game about talking to faeries; it is a game about combat. And it shows.

I credit 3e with having the first system in place (complex skill checks) to deal with non-combat encounter conflicts in a satisfying mechanical way. 3e provided DMs with excellent tools to make a game that is precisely about talking to faeries, and to make that "action" meaningful in game terms.
I really just see this in a very different way. Cumbersome and needless rules for something as intuitive and fundamental to the human experience as social interaction should usually just get the heck out of my way. And then when you get into something as unintuitive as combat, rules should be available to make it fair for all participants.

I don't actually need rules to adjudicate a conversation with faeries "fairly" or in an interesting way. Negotiation will work there. It is sorta nice to have in-game Diplomacy skills or whatever to control for or replace entirely the varying real life skills of people that would unbalance the situation in a game that focused extensively on those things, but it's not really necessary. YMMV, and obviously does. Conversation is also inherently interesting as long as the ideas being exchanged are good, engaging, and/or humorous.

But to run combat in a fair way that is also interesting to use... I need a system.

A game about talking to people is not worth money to me. I can handle that on my own. But to simulate combat... a game about combat with engaging and interesting mechanics is critical.

However, the skill challenge system in 4e, as it first appeared, needed a lot of work. It was simply bland and meaningless, with the die rolls having no real effect apart from toting up a score. As the means to move the story along to the next exciting combat sequence, it was a reasonable tool. As a means to exciting resolution in and of itself, not so much.

In fact, I would go so far as to say that skill challenges in 4e, as initially presented, were a pale shadow of more robust mechanics from 3e.
I disagree with that last to some extent, but that's not really relevant here.

What's relevant is that they had an intent to make non-combat situations engaging and relevant to the whole group in the same way that combat has always been.

They may have failed wholly, largely, or partly in their execution. But that's not really what's at issue here. They did provide a (debatably weak) framework for non-combat interactions that went beyond the mere "roll d20, add modifiers, check against DC" model, if only by stringing multiple such checks together from multiple people. Rather than conversation starting and everyone but the "face" character disengaging and waiting for the game to restart, everyone can throw some dice in an attempt to influence the outcome.

It may be ham-handed, but I think the intent was simply to get more players engaged at the same time. This is apparently something that many of you have not seen as a problem in your games. So maybe it looks so bad to you because they're trying to fix a non-existent problem. I obviously have a different perspective.

Again, we are presented with traditionally non-combat parts of D&D (traps, for instance) that we are asked to treat as though they were combat. What are we to make of this?
That they wanted to leverage the most interesting and dynamic "engine" of the game for something other than combat. And it works. Traps are more interesting than Perception check followed by Disable Device check... OK, people besides the rogue can start playing again.

In the case of monsters, non-combat utility powers from previous editions are stripped out. What are we to make of this?
That those don't see play for many gamers anyway. I sure as heck rarely saw them used. For those that do use them, they can just as easily be a straight-jacket as a help. "But a <insert monster here> can't do that" is a complaint that makes sense when the books delineate every single thing they can do, and is a complaint responsible for derailing at least two campaigns I've been in. When the books only delineate what they probabilistically do in combat.... the DM is free to do what the game needs outside of combat without "breaking rules".

On the map-making thing.... I've seen people obsess over this or gloss over it completely independent of system. My (admittedly limited) experience has been reliably diametrically opposed to what you're talking about.

My 1e/2e experience was practically wall-to-wall combat with nothing but the occasional damsel-in-distress to break it up. My 3e experience was... awful, but that was due to the people playing and not the game system. One of the DMs, at least, was trying to do something more than combat and basically got shouted down by most of the players. They had been a group for a while, and they all just wanted to kill things and take their stuff.... which is apparently what they had done in 2e. One of them even complained that 3e was "all sissified and about talking and <expletive redacted>."

I haven't been in contact with any of them for years because most of them were vile wastes of carbon that would have been more profitably used by society as doorstops or jet fuel, so I can't determine how they feel about 4e.

My point is not to bash and one of these systems, but to point out that a focus on combat, roleplaying, etc is more determined by the people at the table than the rules.
 

Rules are bland. If you found Skill Challenges bland in the original presentation then I charge that you were the one limited in your imagination as to how they could be used in an interesting way. And I can understand that because the concept is a new development on the complex skill rules.

This is concept that makes no sense whatsoever. I could just as well say that if OD&D does not work for you then your imagination is limited.

Why is it OK to be told to use your imagination to make a situation fit into a pre-defined set of parameters (THE RULES) but being told the same thing about creating mechanical solutions to judge gameplay (WHAT IS ACTUALLY HAPPENING IN THE GAME) doesn't cut it?

The imagination mantra is getting old. :hmm:
 

You've never studied logic, formal or otherwise, have you? :erm:

I have, but that's not the point of the discussion. Again stop with the veiled insults.

The 1e method to promote Humans as the "top" race was to remove the ability of other races to actually BE certain classes, and set limits on how high they can rise in the ones they have.

Gimped because they HAVE to choose certain classes because they lack the ability to do otherwise even if the player wanted.

This promotes a human centric world by forcing the player to be a human if he wanted to play a certain class.

The newer method is to promote certain classes for certain races, but leave the ultimate choice up to the player. They won't perform quite as well, true, if they go outside of the "norm," but they're not FORCED to follow that path, nor is the choice completely self destructive. The player ultimately gets to choose.

Humans are more versatile in that they can perform equally well in all classes. They can choose any class and still gain all of their benefits.

A superior (in my opinion) method of showing humans as the more versatile race, while not removing choices from those that wish to play non humans.
 


In the 1e MM, giant beavers are bland. That doesn't mean that they cannot be used in an interesting way. However, it might be a hint that 1e isn't really about giant beavers. ;)

I see what you did there, Raven Cleverking. But 1E didn't devote articles to the giant beaver expanding upon the ways you could make the giant beaver interesting. Nor did they develop new and interesting ways to use giant beavers in their adventures.

Or, having already modified the 3e OGC in a more interesting way for RCFG (IMHO, obviously, and also obviously to my taste), I found them bland. Or, in addition, they seemed like a poorly-developed afterthought in the 4e "Core" Core.

IOW you didn't bother to imagine ways you could use them because you already had a way you were happy with. Nothing wrong with that. I meant no attack upon your imagination in general.
 

This is concept that makes no sense whatsoever. I could just as well say that if OD&D does not work for you then your imagination is limited.

Why is it OK to be told to use your imagination to make a situation fit into a pre-defined set of parameters (THE RULES) but being told the same thing about creating mechanical solutions to judge gameplay (WHAT IS ACTUALLY HAPPENING IN THE GAME) doesn't cut it?

The imagination mantra is getting old. :hmm:

As I said to RC, I didn't mean to say those who haven't "figured out" skill challenges are lacking imagination, sorry if I came off that way.

The reason skill challenges require more work and some imaginative application is because they are only mechanical in the sense that you check to see if your character has the skill to execute your plan. Plus there are nearly limitless situations (or at least too many) to codify all of them as skill challenges. Combat is rather finite and the rules across all editions have been relatively tight. The stuff that happens outside of combat can go in too many directions.

I'm not saying that skill challenges are perfect. But they do accomplish the thought that players should be rewarded for encounters outside of combat. 1E did this through XP for GP, you didn't have to fight to get that gold. 2E tried individual class XP that was difficult, IMO, to track as DM. Core 3E gave mere lip service to awarding XP for achieving goals as an alternate method. 4E establishes XP for non-combat encounters in the core.
 

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