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<blockquote data-quote="MerricB" data-source="post: 1672432" data-attributes="member: 3586"><p>I'm sure that is a large part of it. To some extent, the Moldvay "Basic" set had these guidelines, because it only dealt with levels 1-3 and a limited selection of monsters and treasure.</p><p></p><p>You find Gary talking in early Dragon articles about the need for Balance in AD&D, particularly in the monster/treasure and advancement areas. It's quite strongly stressed in fact... but I've always found that he failed to give solid guidelines, which is a pity.</p><p></p><p>Thus, 3E, with its much stronger guidelines on advancement, challenges and rewards is more strongly in the spirit of what Gary was trying to achieve with AD&D.</p><p></p><p>Of course, as Grodog notes, the extra rules can be too confining! I do believe there is a big difference between <em>running</em> a game for 3E (where I can be extremely free-form and lax in my rules adherence, whilst adhering to the spirit of the rules) and <em>designing</em> (professionally) for 3E, which requires a much greater adherence to the rules.</p><p></p><p>Incidentally, the biggest area of rules errors normally comes with NPCs and monster stats - once you get to spells and magic items, the rules are not as strict.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 1672432, member: 3586"] I'm sure that is a large part of it. To some extent, the Moldvay "Basic" set had these guidelines, because it only dealt with levels 1-3 and a limited selection of monsters and treasure. You find Gary talking in early Dragon articles about the need for Balance in AD&D, particularly in the monster/treasure and advancement areas. It's quite strongly stressed in fact... but I've always found that he failed to give solid guidelines, which is a pity. Thus, 3E, with its much stronger guidelines on advancement, challenges and rewards is more strongly in the spirit of what Gary was trying to achieve with AD&D. Of course, as Grodog notes, the extra rules can be too confining! I do believe there is a big difference between [i]running[/i] a game for 3E (where I can be extremely free-form and lax in my rules adherence, whilst adhering to the spirit of the rules) and [i]designing[/i] (professionally) for 3E, which requires a much greater adherence to the rules. Incidentally, the biggest area of rules errors normally comes with NPCs and monster stats - once you get to spells and magic items, the rules are not as strict. Cheers! [/QUOTE]
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