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Was AD&D1 designed for game balance?
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<blockquote data-quote="Lanefan" data-source="post: 5029055" data-attributes="member: 29398"><p>Again, not a huge problem over a long campaign; much more an issue in a short campaign or one-off where there isn't time for things to even themselves out (as random things often do).</p><p></p><p>One of the biggest fundamental differences between 0-1-2e and 3-4e is that the earlier ones at least seem to have been designed for long (i.e. multi-year) campaigns, where the more recent ones are intended to last one or two years, tops. And as you can tell by my DM-ing record (see sig.), I prefer the former. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>And why do I as either player or DM give a flying fig what happens at any table other than the one I am sitting at? I mean, Keep on the Borderlands was a shared experience for many of us even though every single one of us probably played it in a slightly different game system; so that argument doesn't fly. The DM argument does fly, but I see the inherent problem there as one of players being less patient, less willing to allow a new DM to screw up - and thus learn - than in days of old.</p><p></p><p>In fairness, the 3-4e era has had to contend with the information-sharing behemoth that is the internet, where everyone can far more easily find out what goes on at many a table.</p><p></p><p>As for modularity in 1e design; believe me, it's not hard at all to modify significant things about 1e rules and still not have to worry too much about knock-on effects. For example, abandoning weapon speed and changing the initiative system in 1e to a straight d6, re-rolled individually each round: does that really affect anything else?</p><p></p><p>Then, ask yourself what happens if you do the same thing in 3e. Or 4e. </p><p></p><p>Overall, it speaks to a difference in base philosophy. In 0-1e days, and to some extent in 2e, the philosophy seemed to be one of "Here's the framework, but if it doesn't work for you then go ahead and design your own game around it."; where in 3-4e days it has become "Leave the designing to us. You just play it." </p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5029055, member: 29398"] Again, not a huge problem over a long campaign; much more an issue in a short campaign or one-off where there isn't time for things to even themselves out (as random things often do). One of the biggest fundamental differences between 0-1-2e and 3-4e is that the earlier ones at least seem to have been designed for long (i.e. multi-year) campaigns, where the more recent ones are intended to last one or two years, tops. And as you can tell by my DM-ing record (see sig.), I prefer the former. :) And why do I as either player or DM give a flying fig what happens at any table other than the one I am sitting at? I mean, Keep on the Borderlands was a shared experience for many of us even though every single one of us probably played it in a slightly different game system; so that argument doesn't fly. The DM argument does fly, but I see the inherent problem there as one of players being less patient, less willing to allow a new DM to screw up - and thus learn - than in days of old. In fairness, the 3-4e era has had to contend with the information-sharing behemoth that is the internet, where everyone can far more easily find out what goes on at many a table. As for modularity in 1e design; believe me, it's not hard at all to modify significant things about 1e rules and still not have to worry too much about knock-on effects. For example, abandoning weapon speed and changing the initiative system in 1e to a straight d6, re-rolled individually each round: does that really affect anything else? Then, ask yourself what happens if you do the same thing in 3e. Or 4e. Overall, it speaks to a difference in base philosophy. In 0-1e days, and to some extent in 2e, the philosophy seemed to be one of "Here's the framework, but if it doesn't work for you then go ahead and design your own game around it."; where in 3-4e days it has become "Leave the designing to us. You just play it." Lanefan [/QUOTE]
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