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Mearls on Balance in D&D
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<blockquote data-quote="Ourph" data-source="post: 3387948" data-attributes="member: 20239"><p>No, <u>I'm</u> sorry, but it didn't. And there was no +x DR there was +x or you couldn't even hit the creature, period. But the rules don't suggest or even assume that a character of a certain level will have a weapon with a certain bonus. What they do assume is that a party who encounters such a creature but have no weapons able to hit it will either rely on other means to defeat the creature or simply run away, either to come back when they have the necessary tools to take it on or to avoid the creature altogether and face other challenges. This is covered numerous times in the advisory text in both the PHB and the DMG.</p><p></p><p></p><p>Just because some adventures included monsters that required +2 weapons to hit and some did not doesn't indicate the rules assumed certain wealth by level guidelines. Of course adventures designed for low level characters avoided those types of creatures, those creatures were tougher, had more HD and were too great a challenge for low level characters regardless of their equipment.</p><p></p><p>In addition, if you actually look at some of the pregenerated characters for AD&D adventure modules designed for high level characters you'll see that there was quite a bit of disparity between the total monetary value of equipment between one character and another. If these modules are using some sort of wealth by level guideline, why aren't all the individual characters equipped with roughly the same value of treasure?</p><p></p><p></p><p>I think you're making quite a few unfounded assumptions here. There are plenty of reasons for tougher monsters to have better treasure other than an assumed wealth by level rule. It should also be noted that not all tougher monsters <u>did</u> have better treasure. There are plenty of high HD unintelligent monsters who have crappy treasure tables (Owlbears) and quite a few low HD monsters who roll on the really good ones (Bandits).</p><p></p><p></p><p>I don't know if you're strange, but the rules certainly don't suggest or even support this way of playing. In fact, the AD&D books make it pretty clear that the assumed style of play is bringing in new PCs at level 1 (or allowing the player to pick up play of one of the assumed party henchmen who may be higher level and may already have some magical treasure). In my experience with AD&D that's always been the case except on a few very rare occasions. Even in the very few instances when new PC were brought in at a higher level, they were certainly NOT given magical treasure at character creation. Any magical items they started play with were the product of redistribution of items within the party after they joined (and these PCs almost never ended up with the equipment their former PC used).</p><p></p><p>In addition, even if such a guideline were intended, I think it would be pretty well impossible to implement wealth by level in actual play with AD&D if the DM was using the RAW. Random treausre generation based on treasure type instead of CR, failed saving throws that regularly destroyed magical equipment, large variances in the cost of training and the non-standardized multiclassing rules would make any formalized wealth by level system unworkable without the DM stepping in and just assinging specific treasure values to specific PCs. The fact that no effort was made to guide the DM past these many pitfalls indicates very strongly to me that the rules silence on the issue is intentional.</p></blockquote><p></p>
[QUOTE="Ourph, post: 3387948, member: 20239"] No, [u]I'm[/u] sorry, but it didn't. And there was no +x DR there was +x or you couldn't even hit the creature, period. But the rules don't suggest or even assume that a character of a certain level will have a weapon with a certain bonus. What they do assume is that a party who encounters such a creature but have no weapons able to hit it will either rely on other means to defeat the creature or simply run away, either to come back when they have the necessary tools to take it on or to avoid the creature altogether and face other challenges. This is covered numerous times in the advisory text in both the PHB and the DMG. Just because some adventures included monsters that required +2 weapons to hit and some did not doesn't indicate the rules assumed certain wealth by level guidelines. Of course adventures designed for low level characters avoided those types of creatures, those creatures were tougher, had more HD and were too great a challenge for low level characters regardless of their equipment. In addition, if you actually look at some of the pregenerated characters for AD&D adventure modules designed for high level characters you'll see that there was quite a bit of disparity between the total monetary value of equipment between one character and another. If these modules are using some sort of wealth by level guideline, why aren't all the individual characters equipped with roughly the same value of treasure? I think you're making quite a few unfounded assumptions here. There are plenty of reasons for tougher monsters to have better treasure other than an assumed wealth by level rule. It should also be noted that not all tougher monsters [u]did[/u] have better treasure. There are plenty of high HD unintelligent monsters who have crappy treasure tables (Owlbears) and quite a few low HD monsters who roll on the really good ones (Bandits). I don't know if you're strange, but the rules certainly don't suggest or even support this way of playing. In fact, the AD&D books make it pretty clear that the assumed style of play is bringing in new PCs at level 1 (or allowing the player to pick up play of one of the assumed party henchmen who may be higher level and may already have some magical treasure). In my experience with AD&D that's always been the case except on a few very rare occasions. Even in the very few instances when new PC were brought in at a higher level, they were certainly NOT given magical treasure at character creation. Any magical items they started play with were the product of redistribution of items within the party after they joined (and these PCs almost never ended up with the equipment their former PC used). In addition, even if such a guideline were intended, I think it would be pretty well impossible to implement wealth by level in actual play with AD&D if the DM was using the RAW. Random treausre generation based on treasure type instead of CR, failed saving throws that regularly destroyed magical equipment, large variances in the cost of training and the non-standardized multiclassing rules would make any formalized wealth by level system unworkable without the DM stepping in and just assinging specific treasure values to specific PCs. The fact that no effort was made to guide the DM past these many pitfalls indicates very strongly to me that the rules silence on the issue is intentional. [/QUOTE]
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