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Was AD&D1 designed for game balance?
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<blockquote data-quote="Raven Crowking" data-source="post: 5030478" data-attributes="member: 18280"><p>It is no secret that, while originally understanding that faster combats should be a goal for 4e, the designers tweaked the numbers so as to give everyone a chance to do "cool stuff". IOW, after taking steps to speed combats up, they went back and slowed combat back down. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p></p><p>Couple that with classes whose utility is completely designed around combat, and designer statements about what D&D <em><strong>is not</strong></em> can easily lead one to the premise that WotC decided what consumers wanted is "adventures" consisting "of going from one hour-long (or more) combat scenario to another."</p><p></p><p>Going through 4e adventures to find material to convert for my own game leads me to a similar conclusion. </p><p></p><p>Of course, this isn't limited to 4e. 3e seems, after about 6-8 levels, to be very much caught up in combats that take far too long; 4e has the same problem IMHO. The current module layout also seems to focus very tightly on combat scenes, and this methodology started with 3e.</p><p></p><p>Even going through Dungeon, looking for maps I can reuse for my game, I can see a definite shift in focus from early Dungeon "whole area" focus to later Dungeon "encounter area" focus. (This is not absolute, obviously, but the pendulum has certainly swung.)</p><p></p><p>None of this, of course, means that <strong><em>your</em></strong> 4e game needs to consist of going from one hour-long (or more) combat scenario to another -- just as your 1e game might not follow the Gygaxian ideal.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5030478, member: 18280"] It is no secret that, while originally understanding that faster combats should be a goal for 4e, the designers tweaked the numbers so as to give everyone a chance to do "cool stuff". IOW, after taking steps to speed combats up, they went back and slowed combat back down. :erm: Couple that with classes whose utility is completely designed around combat, and designer statements about what D&D [i][b]is not[/b][/i][b][/b] can easily lead one to the premise that WotC decided what consumers wanted is "adventures" consisting "of going from one hour-long (or more) combat scenario to another." Going through 4e adventures to find material to convert for my own game leads me to a similar conclusion. Of course, this isn't limited to 4e. 3e seems, after about 6-8 levels, to be very much caught up in combats that take far too long; 4e has the same problem IMHO. The current module layout also seems to focus very tightly on combat scenes, and this methodology started with 3e. Even going through Dungeon, looking for maps I can reuse for my game, I can see a definite shift in focus from early Dungeon "whole area" focus to later Dungeon "encounter area" focus. (This is not absolute, obviously, but the pendulum has certainly swung.) None of this, of course, means that [B][I]your[/I][/B] 4e game needs to consist of going from one hour-long (or more) combat scenario to another -- just as your 1e game might not follow the Gygaxian ideal. RC [/QUOTE]
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