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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Tony Vargas" data-source="post: 7178021" data-attributes="member: 996"><p>Yeah, that's maybe a bit flawed. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>AD&D wasn't consistently played 1-20. For one thing, between racial class/level limits (as low as 4, in some cases, IIRC), and a few classes topping out at various levels 14,15, 17, while various tables for other classes topped out at different levels, or, like the magic user, went into the 20's with a clear pattern that could be extended indefinitely, there was no clear top level. There was a clear attempt to balance some things by letting them be strong at low level (non-/demi-human MCing, fighters), but lag behind at high level, or vice versa (casters in general, the magic-user in particular). In theory, it could work, in a campaign that didn't allow you to change characters, nor replace slain ones, and that ran to the bitter end (until the last PC died or passed on to some other non-playable state). Paladins would be balanced by the simple fact no one's likely to qualify for one with their sole character in years of playing, and wildly OP high-level wizards would be balanced by the simple expedient of having died at 1st level. ;P</p><p></p><p> Yes.</p><p></p><p> Not for lack of trying. AD&D was lousy with lousy balancing mechanisms: class/level limits, racial bonuses/penalties, spells that aged you, limitations on casting, Vancian casting in the first place, races that couldn't be resurrected, minimum & maximum characteristics, different exp progressions for every class & sub-class, classes with max levels, random distribution of magic items skewed to help 'balance' classes that needed them, etc, etc...</p><p></p><p>...they just didn't work. </p><p></p><p></p><p>Similarly, the 6-8 elephant thing is a bit flawed. It works in theory, if you use time pressure or DM force or the like to force that many encounters (or, at least, the credible expectation of at least that many encounters) consistently enough. In practice, lots of D&D games get run with far fewer encounters, and there are a number of player resources that facilitate resting...</p><p></p><p>...which reminds me...</p><p> You've brought this point up, unanswered, a lot.</p><p></p><p>How 'bout a mechanism to help with that issue?</p><p></p><p>In addition to making the time & other requirements of a rest subject do DM judgement, add a variant rule:</p><p></p><p>Slots used to facilitate a rest (provide shelter/food/water/etc, hide/protect/warn the party while resting, etc) are not recovered until the end of the next rest that is not facilitated by magic, at all. </p><p></p><p>'At all,' as in not by any sort of magic, not just spells cast by the same character. The snake can only subsist by eating it's own tail as it grows for so long.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7178021, member: 996"] Yeah, that's maybe a bit flawed. ;) AD&D wasn't consistently played 1-20. For one thing, between racial class/level limits (as low as 4, in some cases, IIRC), and a few classes topping out at various levels 14,15, 17, while various tables for other classes topped out at different levels, or, like the magic user, went into the 20's with a clear pattern that could be extended indefinitely, there was no clear top level. There was a clear attempt to balance some things by letting them be strong at low level (non-/demi-human MCing, fighters), but lag behind at high level, or vice versa (casters in general, the magic-user in particular). In theory, it could work, in a campaign that didn't allow you to change characters, nor replace slain ones, and that ran to the bitter end (until the last PC died or passed on to some other non-playable state). Paladins would be balanced by the simple fact no one's likely to qualify for one with their sole character in years of playing, and wildly OP high-level wizards would be balanced by the simple expedient of having died at 1st level. ;P Yes. Not for lack of trying. AD&D was lousy with lousy balancing mechanisms: class/level limits, racial bonuses/penalties, spells that aged you, limitations on casting, Vancian casting in the first place, races that couldn't be resurrected, minimum & maximum characteristics, different exp progressions for every class & sub-class, classes with max levels, random distribution of magic items skewed to help 'balance' classes that needed them, etc, etc... ...they just didn't work. Similarly, the 6-8 elephant thing is a bit flawed. It works in theory, if you use time pressure or DM force or the like to force that many encounters (or, at least, the credible expectation of at least that many encounters) consistently enough. In practice, lots of D&D games get run with far fewer encounters, and there are a number of player resources that facilitate resting... ...which reminds me... You've brought this point up, unanswered, a lot. How 'bout a mechanism to help with that issue? In addition to making the time & other requirements of a rest subject do DM judgement, add a variant rule: Slots used to facilitate a rest (provide shelter/food/water/etc, hide/protect/warn the party while resting, etc) are not recovered until the end of the next rest that is not facilitated by magic, at all. 'At all,' as in not by any sort of magic, not just spells cast by the same character. The snake can only subsist by eating it's own tail as it grows for so long. [/QUOTE]
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