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Was AD&D1 designed for game balance?
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<blockquote data-quote="MerricB" data-source="post: 5021439" data-attributes="member: 3586"><p>Erm - what 4e fighter will have a 10 Strength? The difference in 4E is likely to be 1 or 2 points at most.</p><p></p><p>AD&D has a lot of features that were thought a good idea at the time, but were never properly developed. What you really have is Gary (primarily) working on the balance of the game from a gut feeling of how it should work informed by all the sessions he'd run. Of course, how he was running it was quite different to how a lot of people actually ran the game.</p><p></p><p>Consider his chapter on "Time" in the DMG. All of that is terribly important if you're playing on a near daily basis with different groups of players in the same campaign (and sometimes with multiple PCs as well!) However, time management is rather less important for games that run 1/week with the same players and DM each session - which was far more common in my experience (early 80s onwards).</p><p></p><p>Was AD&D designed with balance in mind? Absolutely it was. Was it designed around balance in combat? Well, not entirely, but it's there. The 1st level magic-user will win a combat <em>on his own</em> using sleep, but otherwise be a lesser combatant using daggers, darts or oil. (The thief is the one class that isn't really designed around balance in combat).</p><p></p><p>However, those 1st level experiences aren't meant to drag on. The speed of combat as well as XP for treasure will mean that the 1st level magic-user reaches 2nd and 3rd level fairly rapidly. (AD&D games that have PCs stay at 1st level for years are terribly outside the pale).</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 5021439, member: 3586"] Erm - what 4e fighter will have a 10 Strength? The difference in 4E is likely to be 1 or 2 points at most. AD&D has a lot of features that were thought a good idea at the time, but were never properly developed. What you really have is Gary (primarily) working on the balance of the game from a gut feeling of how it should work informed by all the sessions he'd run. Of course, how he was running it was quite different to how a lot of people actually ran the game. Consider his chapter on "Time" in the DMG. All of that is terribly important if you're playing on a near daily basis with different groups of players in the same campaign (and sometimes with multiple PCs as well!) However, time management is rather less important for games that run 1/week with the same players and DM each session - which was far more common in my experience (early 80s onwards). Was AD&D designed with balance in mind? Absolutely it was. Was it designed around balance in combat? Well, not entirely, but it's there. The 1st level magic-user will win a combat [i]on his own[/i] using sleep, but otherwise be a lesser combatant using daggers, darts or oil. (The thief is the one class that isn't really designed around balance in combat). However, those 1st level experiences aren't meant to drag on. The speed of combat as well as XP for treasure will mean that the 1st level magic-user reaches 2nd and 3rd level fairly rapidly. (AD&D games that have PCs stay at 1st level for years are terribly outside the pale). Cheers! [/QUOTE]
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