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Was AD&D1 designed for game balance?
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<blockquote data-quote="Vyvyan Basterd" data-source="post: 5030765" data-attributes="member: 4892"><p>Rules are bland. If you found Skill Challenges bland in the original presentation then I charge that you were the one limited in your imagination as to how they could be used in an interesting way. And I can understand that because the concept is a new development on the complex skill rules.</p><p></p><p></p><p></p><p>I can name thieving abilities, which have been subsumed by Skills, so those are in 4E. What others can you think of? Spells? I think the non-combat utility of many powers are lost in the newness of the game. At the outset of D&D players had not yet discovered all the neat non-combat ways they could use their spells outside of combat. And players of 4E are now going through the same process, except some have to unlearn the "rules are written in stone" lessons from 3E. I've given advice on how powers and class abilities can be used outside of combat (a warlock cursing an NPC outside of combat in an attempt to intimidate them; allowing powers to be used without the damage component; etc.).</p><p></p><p></p><p></p><p>Traps in all editions have done what? Attack your character. Before they were a sub-system, now they have been incorporated into what they always really were. And now you can have more than just a "gotcha!" trap and incorporate more elaborate traps.</p><p></p><p></p><p></p><p>That these were usually handled off-scene and now still are through rituals. No need for detail because they happen out of view of the characters anyway. This is very much like the methodology used in 1E.</p><p></p><p></p><p></p><p>I never saw any evidence that wandering monsters were imposed as a limit to exploration and mapping. They were simply an application of "logic" that monsters would not just sit in rooms waiting for adventurers and would instead mill about. And what evidence do you have that mapping and exploration were the default focus of 1E and not just your focus (or your idea of its focus if you never played 1E)?</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 5030765, member: 4892"] Rules are bland. If you found Skill Challenges bland in the original presentation then I charge that you were the one limited in your imagination as to how they could be used in an interesting way. And I can understand that because the concept is a new development on the complex skill rules. I can name thieving abilities, which have been subsumed by Skills, so those are in 4E. What others can you think of? Spells? I think the non-combat utility of many powers are lost in the newness of the game. At the outset of D&D players had not yet discovered all the neat non-combat ways they could use their spells outside of combat. And players of 4E are now going through the same process, except some have to unlearn the "rules are written in stone" lessons from 3E. I've given advice on how powers and class abilities can be used outside of combat (a warlock cursing an NPC outside of combat in an attempt to intimidate them; allowing powers to be used without the damage component; etc.). Traps in all editions have done what? Attack your character. Before they were a sub-system, now they have been incorporated into what they always really were. And now you can have more than just a "gotcha!" trap and incorporate more elaborate traps. That these were usually handled off-scene and now still are through rituals. No need for detail because they happen out of view of the characters anyway. This is very much like the methodology used in 1E. I never saw any evidence that wandering monsters were imposed as a limit to exploration and mapping. They were simply an application of "logic" that monsters would not just sit in rooms waiting for adventurers and would instead mill about. And what evidence do you have that mapping and exploration were the default focus of 1E and not just your focus (or your idea of its focus if you never played 1E)? [/QUOTE]
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