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Was AD&D1 designed for game balance?
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<blockquote data-quote="Scribble" data-source="post: 5028299" data-attributes="member: 23977"><p>All games are balanced through process based means. It's just a statement really that all players by default exist within a set of fair rules. </p><p></p><p>This doesn't imply that all the processes are the same (they're definitely not) nor does it imply that one process is better then another (that's personal preference.)</p><p></p><p>No matter what your process though, it doesn't change the definition of balance. (Fairness throughout the rules basically)</p><p></p><p>To think it does is absurd: It's like saying that because a helicopter and an airplane use a different process to achieve flight, that somehow the definition of flight is different- it's not; flight is flight.</p><p></p><p>Gygax's idea of how a game should be balanced is different then the current designers ideas, sure- and one can argue whether either designer achieves his goals or not sure, but in either case the point remains the same, the games were designed with balance in mind. </p><p></p><p></p><p></p><p>This is true in just about any game. </p><p></p><p></p><p></p><p></p><p>Again you can do this in any game. I regularly present challenges that are out of "balance" to my players in my games. All you're doing is taking a balanced game and presenting the option to unbalance it.</p><p></p><p> Cool, his play style prefers presenting unbalanced choices. Right on.</p><p></p><p></p><p></p><p>This doesn't have anything to do with the design of the game, only the play style. The game itself was designed to be balanced, but the players can (and in his opinion should) let it become unbalanced or balanced based on their choices, and play style. (This matches my opinion as well.)</p><p></p><p>Balance is a tool, same as it always was. </p><p></p><p>The argument can be made that the current designers are promoting a way of using balance that is different then Gygax preferred sure- but that's a different thread.</p></blockquote><p></p>
[QUOTE="Scribble, post: 5028299, member: 23977"] All games are balanced through process based means. It's just a statement really that all players by default exist within a set of fair rules. This doesn't imply that all the processes are the same (they're definitely not) nor does it imply that one process is better then another (that's personal preference.) No matter what your process though, it doesn't change the definition of balance. (Fairness throughout the rules basically) To think it does is absurd: It's like saying that because a helicopter and an airplane use a different process to achieve flight, that somehow the definition of flight is different- it's not; flight is flight. Gygax's idea of how a game should be balanced is different then the current designers ideas, sure- and one can argue whether either designer achieves his goals or not sure, but in either case the point remains the same, the games were designed with balance in mind. This is true in just about any game. Again you can do this in any game. I regularly present challenges that are out of "balance" to my players in my games. All you're doing is taking a balanced game and presenting the option to unbalance it. Cool, his play style prefers presenting unbalanced choices. Right on. This doesn't have anything to do with the design of the game, only the play style. The game itself was designed to be balanced, but the players can (and in his opinion should) let it become unbalanced or balanced based on their choices, and play style. (This matches my opinion as well.) Balance is a tool, same as it always was. The argument can be made that the current designers are promoting a way of using balance that is different then Gygax preferred sure- but that's a different thread. [/QUOTE]
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