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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Redesigned and Rebalanced Thief for 1e AD&D
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<blockquote data-quote="Celebrim" data-source="post: 9863528" data-attributes="member: 4937"><p>I have gone ahead and provided some samples of revised NWP to show how I think NWPs should impact AD&D 1e/2e gameplay. </p><p></p><p>As a general note regarding NWP, I have assumed that all NWPs are worth 1 slot and have no modifier on the base chance of success. I never thought that the attempts to "balance" NWPs made much sense, and they were to me obviously colored by a fear that adding new abilities on to characters might be dangerous - in much the way that 3e skills were made too conservative in their application I think for similar reasons. Note that spells never seem to have this problem, as designers have always just made spells capable of doing anything while skillfulness had to be limited in the strictest ways possible to the grittiest standards of realism.</p><p></p><p>One thing about this project that has really come across to me is how evolutionary rather than revolutionary 3e D&D actually was. While it's still my favorite edition and I'm still tremendously impressed by the skill of the design team behind 3.0e D&D and perhaps even more so after this exercise, I am less inclined to see any part of at as being something which wasn't directly inspired by where late 1e D&D or 2e design was at its height. And I'm much clearer as to why I never felt playing 3e was very different from how I played or wanted to play 1e/2e AD&D, while later editions like 4e and 5e feel like something I could never port over to after my long history with prior editions.</p><p></p><p>Of course, the goal of this exercise is not to recreate 3e D&D, but to create something that feels to me very much like 1e A&D design but cleaner and better thought out in terms of balance and the application of the mechanics at the game table during play. So much of 1e feels like a blend of really organic mechanics that developed from long play testing and a bunch of untried ideas that while cool aren't really that refined or well thought out when you actually try to use them. </p><p></p><p>Hopefully this version of the thief would just work in practice, earning it's place as an equal to the "big 3" and not being overshadowed fully even after UA brought its power creep to the edition.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9863528, member: 4937"] I have gone ahead and provided some samples of revised NWP to show how I think NWPs should impact AD&D 1e/2e gameplay. As a general note regarding NWP, I have assumed that all NWPs are worth 1 slot and have no modifier on the base chance of success. I never thought that the attempts to "balance" NWPs made much sense, and they were to me obviously colored by a fear that adding new abilities on to characters might be dangerous - in much the way that 3e skills were made too conservative in their application I think for similar reasons. Note that spells never seem to have this problem, as designers have always just made spells capable of doing anything while skillfulness had to be limited in the strictest ways possible to the grittiest standards of realism. One thing about this project that has really come across to me is how evolutionary rather than revolutionary 3e D&D actually was. While it's still my favorite edition and I'm still tremendously impressed by the skill of the design team behind 3.0e D&D and perhaps even more so after this exercise, I am less inclined to see any part of at as being something which wasn't directly inspired by where late 1e D&D or 2e design was at its height. And I'm much clearer as to why I never felt playing 3e was very different from how I played or wanted to play 1e/2e AD&D, while later editions like 4e and 5e feel like something I could never port over to after my long history with prior editions. Of course, the goal of this exercise is not to recreate 3e D&D, but to create something that feels to me very much like 1e A&D design but cleaner and better thought out in terms of balance and the application of the mechanics at the game table during play. So much of 1e feels like a blend of really organic mechanics that developed from long play testing and a bunch of untried ideas that while cool aren't really that refined or well thought out when you actually try to use them. Hopefully this version of the thief would just work in practice, earning it's place as an equal to the "big 3" and not being overshadowed fully even after UA brought its power creep to the edition. [/QUOTE]
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