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Was AD&D1 designed for game balance?
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<blockquote data-quote="Vyvyan Basterd" data-source="post: 5030877" data-attributes="member: 4892"><p>As I said to RC, I didn't mean to say those who haven't "figured out" skill challenges are lacking imagination, sorry if I came off that way.</p><p></p><p>The reason skill challenges require more work and some imaginative application is because they are only mechanical in the sense that you check to see if your character has the skill to execute your plan. Plus there are nearly limitless situations (or at least too many) to codify all of them as skill challenges. Combat is rather finite and the rules across all editions have been relatively tight. The stuff that happens outside of combat can go in too many directions.</p><p></p><p>I'm not saying that skill challenges are perfect. But they do accomplish the thought that players should be rewarded for encounters outside of combat. 1E did this through XP for GP, you didn't <strong>have</strong> to fight to get that gold. 2E tried individual class XP that was difficult, IMO, to track as DM. Core 3E gave mere lip service to awarding XP for achieving goals as an alternate method. 4E establishes XP for non-combat encounters in the core.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 5030877, member: 4892"] As I said to RC, I didn't mean to say those who haven't "figured out" skill challenges are lacking imagination, sorry if I came off that way. The reason skill challenges require more work and some imaginative application is because they are only mechanical in the sense that you check to see if your character has the skill to execute your plan. Plus there are nearly limitless situations (or at least too many) to codify all of them as skill challenges. Combat is rather finite and the rules across all editions have been relatively tight. The stuff that happens outside of combat can go in too many directions. I'm not saying that skill challenges are perfect. But they do accomplish the thought that players should be rewarded for encounters outside of combat. 1E did this through XP for GP, you didn't [B]have[/B] to fight to get that gold. 2E tried individual class XP that was difficult, IMO, to track as DM. Core 3E gave mere lip service to awarding XP for achieving goals as an alternate method. 4E establishes XP for non-combat encounters in the core. [/QUOTE]
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Was AD&D1 designed for game balance?
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