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Was AD&D1 designed for game balance?
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<blockquote data-quote="Ariosto" data-source="post: 5021356" data-attributes="member: 80487"><p>It depends, naturally, on the particulars of those low probabilities and major benefits.</p><p>The x.p. bonus is the same 10% as for a score of 16, pretty minor before "name" level. The +3 to hit is like being 3 levels higher -- versus, what, <em>eight</em> levels for a straight 18 in 4e? The +6 to damage, though, is really hot stuff; even a magic sword is unlikely to match that.</p><p></p><p>Muscle Man still has a 50% chance of rolling 5 or fewer hit points if he has no constitution bonus. An m-u with a constitution bonus has a 25% chance of getting 5 or maybe 6.</p><p></p><p>Depending on method, your chance of rolling one or more notable bonuses varies -- but a fighter with a strength score of 8 (9 actually minimum to join the class) hacks and slashes as well as one with a 15. Either, with enough levels worth of hit points, can pretty much count on beating Muscle Man without magic and without breaking too much of a sweat. Of course, they are likely to acquire magic and henchmen and contacts along the way, and will certainly get better saving throws (as well as more than +3 over a 1st-level fighter's chance to hit).</p><p></p><p>That 18/00 really does not increase the chances of attaining even 2nd level by very much; damage dealt per round is not the chief factor! The odds are that Muscle Man, unless very well played, will meet an early end and the campaign -- much less the player's stable -- will not feature his ilk again for a long time.</p><p></p><p>Few of those will survive the moment of their first meeting with a psionic monster ... which comes closer with each use of psychic powers (or certain related spells, one might note).</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5021356, member: 80487"] It depends, naturally, on the particulars of those low probabilities and major benefits. The x.p. bonus is the same 10% as for a score of 16, pretty minor before "name" level. The +3 to hit is like being 3 levels higher -- versus, what, [I]eight[/I] levels for a straight 18 in 4e? The +6 to damage, though, is really hot stuff; even a magic sword is unlikely to match that. Muscle Man still has a 50% chance of rolling 5 or fewer hit points if he has no constitution bonus. An m-u with a constitution bonus has a 25% chance of getting 5 or maybe 6. Depending on method, your chance of rolling one or more notable bonuses varies -- but a fighter with a strength score of 8 (9 actually minimum to join the class) hacks and slashes as well as one with a 15. Either, with enough levels worth of hit points, can pretty much count on beating Muscle Man without magic and without breaking too much of a sweat. Of course, they are likely to acquire magic and henchmen and contacts along the way, and will certainly get better saving throws (as well as more than +3 over a 1st-level fighter's chance to hit). That 18/00 really does not increase the chances of attaining even 2nd level by very much; damage dealt per round is not the chief factor! The odds are that Muscle Man, unless very well played, will meet an early end and the campaign -- much less the player's stable -- will not feature his ilk again for a long time. Few of those will survive the moment of their first meeting with a psionic monster ... which comes closer with each use of psychic powers (or certain related spells, one might note). [/QUOTE]
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