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Was AD&D1 designed for game balance?
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<blockquote data-quote="Scribble" data-source="post: 5030531" data-attributes="member: 23977"><p>Which is the part I think people misunderstand. They sped up combats to make them less static, not to get them quickly out of the way.</p><p></p><p></p><p></p><p>Was this explained somewhere? Do you have a quote indicating this?</p><p></p><p></p><p></p><p>Or it was designed from the standpoint that people did enjoy combat, and didn't want the combats to be glossed over, just made more interesting.</p><p></p><p></p><p></p><p>In your opinion. Just like any edition of the game, you can go from combat to combat, or combat to exploration, narration, whatever. The choice is yours. You can also design encounters that happen a lot more quickly based on the challenge level. </p><p></p><p></p><p></p><p>By the book? Page number? </p><p></p><p>I think you're reading your own impressions in there quite a bit. For me skill challenges give a good way to allow the players to use their stats to effect the game outside of combat. They aren't a way to ignore anything non combat related. If you're not using them to good effect... Well sorry for you? </p><p></p><p> </p><p></p><p>Which makes a lot of sense. Traps done this way become more dynamic. They aren't just a single die roll anymore. </p><p></p><p></p><p></p><p>The same as D&D has pretty much always been. D&D has always had characters doing unrealistic things for the sake of fun. That's kind of part of the point. </p><p></p><p></p><p></p><p>Again, no more so then D&D has ever been.</p></blockquote><p></p>
[QUOTE="Scribble, post: 5030531, member: 23977"] Which is the part I think people misunderstand. They sped up combats to make them less static, not to get them quickly out of the way. Was this explained somewhere? Do you have a quote indicating this? Or it was designed from the standpoint that people did enjoy combat, and didn't want the combats to be glossed over, just made more interesting. In your opinion. Just like any edition of the game, you can go from combat to combat, or combat to exploration, narration, whatever. The choice is yours. You can also design encounters that happen a lot more quickly based on the challenge level. By the book? Page number? I think you're reading your own impressions in there quite a bit. For me skill challenges give a good way to allow the players to use their stats to effect the game outside of combat. They aren't a way to ignore anything non combat related. If you're not using them to good effect... Well sorry for you? Which makes a lot of sense. Traps done this way become more dynamic. They aren't just a single die roll anymore. The same as D&D has pretty much always been. D&D has always had characters doing unrealistic things for the sake of fun. That's kind of part of the point. Again, no more so then D&D has ever been. [/QUOTE]
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Was AD&D1 designed for game balance?
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