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General Tabletop Discussion
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Dungeon layout, map flow and old school game design
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<blockquote data-quote="arscott" data-source="post: 2959360" data-attributes="member: 17969"><p>But I don't necessarily buy into the idea that the earlier campaigns were really set up in that fashion. After all, Stuff like Isle of the Ape and the rust monster essentially existed to strip out excess treasure. Earlier editions had just as many problems with treasure, party imbalance, and gear expectations. It's just that they were harder to see and quantify in earlier editions, because they didn't include easy guidelines.</p><p></p><p>If anything, Magical gear was more unbalanced in earlier editions that it is in 3rd ed--Consider how hard it was to get a bonus to attack or defense in 1e or 2e--There were fewer class abilities, no feats, and ability scores modifiers didn't kick in until you got a 16 or so. a +5 enhancement on your sword or armor means a lot more in 2e than in 3e.</p></blockquote><p></p>
[QUOTE="arscott, post: 2959360, member: 17969"] But I don't necessarily buy into the idea that the earlier campaigns were really set up in that fashion. After all, Stuff like Isle of the Ape and the rust monster essentially existed to strip out excess treasure. Earlier editions had just as many problems with treasure, party imbalance, and gear expectations. It's just that they were harder to see and quantify in earlier editions, because they didn't include easy guidelines. If anything, Magical gear was more unbalanced in earlier editions that it is in 3rd ed--Consider how hard it was to get a bonus to attack or defense in 1e or 2e--There were fewer class abilities, no feats, and ability scores modifiers didn't kick in until you got a 16 or so. a +5 enhancement on your sword or armor means a lot more in 2e than in 3e. [/QUOTE]
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