Was AD&D1 designed for game balance?

Was AD&D1 designed for game balance?


"The application of a principle that is unequally based on arbitrary considerations."

If the evidence is the same, and you are drawing different conclusions, the basis must arbitrary.

Don't confuse differing standards with double standards. Two different people applying their own standard and coming to different conclusions is not an example of a double standard.
 

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Don't confuse differing standards with double standards. Two different people applying their own standard and coming to different conclusions is not an example of a double standard.

The object at hand, though, is the same person presenting the same evidence with different conclusions.

AFAICT, he has since added evidence not in the original statement, which tends to confirm what I (and others) have been saying: As written, the post implies a double standard, which additional evidence resolves.
 




The object at hand, though, is the same person presenting the same evidence with different conclusions.

AFAICT, he has since added evidence not in the original statement, which tends to confirm what I (and others) have been saying: As written, the post implies a double standard, which additional evidence resolves.
 

Now, I disagree that balance is required to be an emergent property. I also think that if you design a system in such a way that you require the DM to achieve balance in play, then balance cannot be much of a design imperative. In other words, you get a system which is "close enough" and then presume that the DM will make up the difference.

This goes back to the OP and why I don't believe 1e was designed for game balance. Design, to me, speaks to a very formal process which I do not believe 1e ever ascribed to.

Hmm, I did not interpret the OP as saying 1e was designed primarily for balance, but that it was designed with balance in mind, which I believe it was.
 


The signular "you" and the plural "people" make a critical difference.

The object at hand, though, is the same person presenting the same evidence with different conclusions.

AFAICT, he has since added evidence not in the original statement, which tends to confirm what I (and others) have been saying: As written, the post implies a double standard, which additional evidence resolves.
 

Hussar said:
1e required tinkering in order to be playable. Tomes of house rules simply to define baseline assumptions and make those assumptiosn playable.
Nope. I have never seen nor heard of even a single such volume. That does not mean they don't exist; it does mean they are not necessary.

Most people I knew played D&D (of which AD&D was itself just a collection, not a separate thing) pretty similarly. They tended not to use every last thing in the books -- but (per the guys who wrote, edited and published them) that was never the intent. They tended also to add whatever took the players' particular interests, which definitely was the intent right from the start. In sum, I would say that most people were pretty conservative -- especially relative to the bizarre stuff power gamers came up with for 3e.

On the other hand, I personally used the Arduin Grimoire trilogy, Dragon magazine, and other materials -- to create a campaign with "everything" in it (sort of like RIFTS, but about a decade earlier).

Speaking of RIFTS, of course Palladium spun off from AD&D (the compatibility having been evident starting with The Mechanoid Invasion). The Arcanum, Rolemaster, even Runequest had similar roots -- but grew into distinctively different games.
 
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ADDICT does not actually take 20 pages to explain the necessary basics. Nor does it actually sort out the one very little detail I would want sorted out. It takes "20 pages" to present DM Prata's house rules.

A lot of that is blank paper.
Most of the rest is extensive examples.
Much of the rest is footnotes.
One page is a cartoon.

And, after all that padding, we come to Prata's rulings. Where he has more than a couple of sentences of those per page, it's because he's using an excruciating case format.

Also: If you started with the Advanced books because, being all of 11 years old and having absolutely no experience at all, you were obviously too cool for Basic instruction ... and you think that puts you in an authoritative position to tell those of us who had been playing since before the DMG that if we don't "use everything" or go "perfectly by the book" that we are not playing AD&D ... or even if you think E. Gary Gygax was in such a position ...

Amscray.
 

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