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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7564614" data-attributes="member: 82106"><p>OK, this is true, I concede that 4e has a tremendous degree more balance <em>between characters </em>than AD&D (or 3e for that matter). In AD&D it is trivial to give the Paladin the Holy Avenger and give the thief NOTHING, or a '+1 ring of protection' or something. In fact, the random treasure tables that figure heavily in 1e, in particular, almost guarantee this if used as designed.</p><p></p><p>So, 4e has not only balanced builds, but balance in terms of distribution of rewards. In AD&D this is probably something to consider as an ideal, but it isn't ever discussed or articulated (beyond the section in the PHB advocating for equal treasure shares). </p><p></p><p>I think all editions of D&D <em>assume </em>encounters are built around party ability. AD&D modules all, every single one AFAIK, have a level band printed on them. Clearly TSR assumed that DMs wanted to pit their players PCs against challenges that were well matched for their abilities. It isn't a RULE in the sense that the game can enforce this, but it is only barely more so a rule in 4e, where the DMG tells you what the potency of encounters SHOULD be, and clearly is written around the assumption the DM will run a game based on that, yet the actual mechanics of the game won't be violated by pitting level 3 PCs against a level 9 adventure. </p><p></p><p>In fact I can easily imagine a DM running a campaign in which the threats are often, even typically of significantly higher level. That would make a different experience in 4e, but it could be quite workable if the participants can work out how to approach play in the right fashion (IE the DM probably needs to also give out items in a different way, use consumables differently, maybe rely differently on allied NPCs, create more 'operational' levels of play that 4e typically affords, etc.).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7564614, member: 82106"] OK, this is true, I concede that 4e has a tremendous degree more balance [I]between characters [/I]than AD&D (or 3e for that matter). In AD&D it is trivial to give the Paladin the Holy Avenger and give the thief NOTHING, or a '+1 ring of protection' or something. In fact, the random treasure tables that figure heavily in 1e, in particular, almost guarantee this if used as designed. So, 4e has not only balanced builds, but balance in terms of distribution of rewards. In AD&D this is probably something to consider as an ideal, but it isn't ever discussed or articulated (beyond the section in the PHB advocating for equal treasure shares). I think all editions of D&D [I]assume [/I]encounters are built around party ability. AD&D modules all, every single one AFAIK, have a level band printed on them. Clearly TSR assumed that DMs wanted to pit their players PCs against challenges that were well matched for their abilities. It isn't a RULE in the sense that the game can enforce this, but it is only barely more so a rule in 4e, where the DMG tells you what the potency of encounters SHOULD be, and clearly is written around the assumption the DM will run a game based on that, yet the actual mechanics of the game won't be violated by pitting level 3 PCs against a level 9 adventure. In fact I can easily imagine a DM running a campaign in which the threats are often, even typically of significantly higher level. That would make a different experience in 4e, but it could be quite workable if the participants can work out how to approach play in the right fashion (IE the DM probably needs to also give out items in a different way, use consumables differently, maybe rely differently on allied NPCs, create more 'operational' levels of play that 4e typically affords, etc.). [/QUOTE]
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