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Sweet Spot in AD&D1
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<blockquote data-quote="Wik" data-source="post: 4639757" data-attributes="member: 40177"><p>A quick note: I just bought UK 6 today, and while it says "3-5" on the top, the game is actually for 5-7 (as stated in the synopsis on the back, and in the introduction of the game)</p><p></p><p>***</p><p></p><p>As for the question at hand... I dunno. I never really played 1e, but I did play a lot of 2e, which is similar enough - but I'm sure there were many changes, so take what I say with a grain of salt.</p><p></p><p>I'd put the sweet spot around 3rd to 10th level. It starts at 3rd because that's when things really start to open up for the characters - you have a magic item or two, you start getting your unique combination of skills or spells or whatever else, and you have a background statted to a character that is beginning to "come alive". Mechanically, you can take a few hits, but things are still scary. </p><p></p><p>By 10th level, you start getting followers, and while they're fun for a bit, I think the game starts to taper off at around this point.</p><p></p><p>now, when I play DARK SUN (the best thing about 2e, in my humble opinion), these numbers change. 3rd is still a good sweet spot (you're just starting, but it's fun trying to scavenge together a full suit of hide armour!)... but it extends far past 10. I'd say 15 or 16th would be the upper barrier to the sweet spot. </p><p></p><p>Why? Because mages can't go willy-nilly with magic, lest they get killed by the bigger defilers. Priests can't go crazy with their spells, lest the templars lynch 'em. And the fighters and rogues are still comparatively powerful because of this (sure, your mage can mimic the rogue... but it's going to require magic, which is dangerous...) - not to mention that any character could have a psionic wild talent to act as a pretty big "equalizer".</p></blockquote><p></p>
[QUOTE="Wik, post: 4639757, member: 40177"] A quick note: I just bought UK 6 today, and while it says "3-5" on the top, the game is actually for 5-7 (as stated in the synopsis on the back, and in the introduction of the game) *** As for the question at hand... I dunno. I never really played 1e, but I did play a lot of 2e, which is similar enough - but I'm sure there were many changes, so take what I say with a grain of salt. I'd put the sweet spot around 3rd to 10th level. It starts at 3rd because that's when things really start to open up for the characters - you have a magic item or two, you start getting your unique combination of skills or spells or whatever else, and you have a background statted to a character that is beginning to "come alive". Mechanically, you can take a few hits, but things are still scary. By 10th level, you start getting followers, and while they're fun for a bit, I think the game starts to taper off at around this point. now, when I play DARK SUN (the best thing about 2e, in my humble opinion), these numbers change. 3rd is still a good sweet spot (you're just starting, but it's fun trying to scavenge together a full suit of hide armour!)... but it extends far past 10. I'd say 15 or 16th would be the upper barrier to the sweet spot. Why? Because mages can't go willy-nilly with magic, lest they get killed by the bigger defilers. Priests can't go crazy with their spells, lest the templars lynch 'em. And the fighters and rogues are still comparatively powerful because of this (sure, your mage can mimic the rogue... but it's going to require magic, which is dangerous...) - not to mention that any character could have a psionic wild talent to act as a pretty big "equalizer". [/QUOTE]
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