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Was AD&D1 designed for game balance?
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<blockquote data-quote="Ariosto" data-source="post: 5023766" data-attributes="member: 80487"><p>YMMV, I guess, but really -- not in ruling on the minutia with which the WotC rule-books are preoccupied. The many pages devoted to peculiarities of a particular, notably complex, combat game are simply not relevant. Feats and skill ratings? Ditto. Trivia about climbing free-standing knotted ropes versus un-knotted ropes next to walls, and so on ... just never really made anything like that difference in any other RPG I have ever played.</p><p></p><p>Again, we're dealing with <strong>different</strong> games. When it's <em>up to the players</em> to choose their path through the big decision-space of a sprawling dungeon, that's a different situation from the DM presenting the next "encounter" on a program.</p><p></p><p>When the expectation is of a challenge that should be hard to beat, one that is likely to remove from play a few 1st-level characters (providing the <em>opportunity</em> to roll up new ones!), with several expeditions in a sitting ... maybe that's by design a different kind of game?</p><p></p><p>I do not recall its being especially hard for interested parties to pick up, although the DM's job was certainly at the high end of the contemporary scale of complexity -- not for game mechanics, but for the scope of the concern (an imaginary "world"). With 3e and 4e, we have gone completely <em>off</em> a scale calibrated to such relative trifles as advanced-game <em>Anzio</em>, even though the "world" is no greater.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5023766, member: 80487"] YMMV, I guess, but really -- not in ruling on the minutia with which the WotC rule-books are preoccupied. The many pages devoted to peculiarities of a particular, notably complex, combat game are simply not relevant. Feats and skill ratings? Ditto. Trivia about climbing free-standing knotted ropes versus un-knotted ropes next to walls, and so on ... just never really made anything like that difference in any other RPG I have ever played. Again, we're dealing with [b]different[/b] games. When it's [i]up to the players[/i] to choose their path through the big decision-space of a sprawling dungeon, that's a different situation from the DM presenting the next "encounter" on a program. When the expectation is of a challenge that should be hard to beat, one that is likely to remove from play a few 1st-level characters (providing the [i]opportunity[/i] to roll up new ones!), with several expeditions in a sitting ... maybe that's by design a different kind of game? I do not recall its being especially hard for interested parties to pick up, although the DM's job was certainly at the high end of the contemporary scale of complexity -- not for game mechanics, but for the scope of the concern (an imaginary "world"). With 3e and 4e, we have gone completely [i]off[/i] a scale calibrated to such relative trifles as advanced-game [i]Anzio[/i], even though the "world" is no greater. [/QUOTE]
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Was AD&D1 designed for game balance?
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