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Was AD&D1 designed for game balance?
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<blockquote data-quote="Ariosto" data-source="post: 5022833" data-attributes="member: 80487"><p>As the game had no "late stage" except in terms of a particular character's career, that is actually most obviously <em>not</em> a problem to me. Likewise, <em>everyone</em> would be starting characters at low levels, as often as they started new characters -- which was not expected to be all at the same time. Gygax indeed suggested the deal of starting around some average level (with a random factor), for experienced players, and that would indeed be likely to alter the risk-reward balances that different classes present.</p><p></p><p>What of it? Players are not forced (except perhaps by incredibly unlucky rolls, offset by the chance of incredibly lucky ones) into playing any particular type. If everyone were presenting (say) a magic user, then one might take that as a clear market evaluation -- and create incentives to try other classes. If nobody picks a demi-human, then it's probably not a problem from Gygax's human-centric perspective; level limits were <em>meant</em> to make humans dominant at high levels.</p><p></p><p>The balance valued there is that you and I are both subject to the same dice-throw probabilities, and the same rules governing available options. It's a "level field" for <strong>players</strong>, not for <em>characters</em>.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5022833, member: 80487"] As the game had no "late stage" except in terms of a particular character's career, that is actually most obviously [i]not[/i] a problem to me. Likewise, [i]everyone[/i] would be starting characters at low levels, as often as they started new characters -- which was not expected to be all at the same time. Gygax indeed suggested the deal of starting around some average level (with a random factor), for experienced players, and that would indeed be likely to alter the risk-reward balances that different classes present. What of it? Players are not forced (except perhaps by incredibly unlucky rolls, offset by the chance of incredibly lucky ones) into playing any particular type. If everyone were presenting (say) a magic user, then one might take that as a clear market evaluation -- and create incentives to try other classes. If nobody picks a demi-human, then it's probably not a problem from Gygax's human-centric perspective; level limits were [i]meant[/i] to make humans dominant at high levels. The balance valued there is that you and I are both subject to the same dice-throw probabilities, and the same rules governing available options. It's a "level field" for [b]players[/b], not for [i]characters[/i]. [/QUOTE]
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Was AD&D1 designed for game balance?
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