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Was AD&D1 designed for game balance?
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<blockquote data-quote="bardolph" data-source="post: 5031018" data-attributes="member: 2304"><p>I never said it wasn't <em>fun.</em> Just that it wasn't <em>balanced.</em></p><p></p><p>Believe me, most games I played in had their fair share of thieves and wizards. Why? Because most players don't have any clue how useless they're going to be - they just know that wizards and thieves are SEXY, and they get lured in by dreams of stealing stuff from their friends or of being an all-powerful lightning-crackling god on earth. It just doesn't pan out that way on the table.</p><p></p><p>Part of the fun comes from realizing that once you've cast your one <em>sleep</em> for the day, you're now totally defenseless and vulnerable and that even a stiff <em>breeze</em> might kill you. As a thief, it gets even better, since your <em>whole purpose in life</em> is to roll against a 5%-25% chance of success to avoid some kind of lethal death trap that will knock you of the adventure. But <em>if you get lucky</em>, you get to the treasure first, and can try to keep it from your friends!</p><p></p><p>The funny thing is, <em>danger is fun,</em> and so players still can have a good time. But the fun had very little to do with how well balanced the rules were.</p><p></p><p>I always thought it was ironic how many pages of ink were spent describing spells that <em>will never be used</em> in the vast majority of games. It makes great reading, though, and definitely sets the mood for the game.</p></blockquote><p></p>
[QUOTE="bardolph, post: 5031018, member: 2304"] I never said it wasn't [i]fun.[/i] Just that it wasn't [i]balanced.[/i] Believe me, most games I played in had their fair share of thieves and wizards. Why? Because most players don't have any clue how useless they're going to be - they just know that wizards and thieves are SEXY, and they get lured in by dreams of stealing stuff from their friends or of being an all-powerful lightning-crackling god on earth. It just doesn't pan out that way on the table. Part of the fun comes from realizing that once you've cast your one [i]sleep[/i] for the day, you're now totally defenseless and vulnerable and that even a stiff [i]breeze[/i] might kill you. As a thief, it gets even better, since your [i]whole purpose in life[/i] is to roll against a 5%-25% chance of success to avoid some kind of lethal death trap that will knock you of the adventure. But [i]if you get lucky[/i], you get to the treasure first, and can try to keep it from your friends! The funny thing is, [i]danger is fun,[/i] and so players still can have a good time. But the fun had very little to do with how well balanced the rules were. I always thought it was ironic how many pages of ink were spent describing spells that [i]will never be used[/i] in the vast majority of games. It makes great reading, though, and definitely sets the mood for the game. [/QUOTE]
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Was AD&D1 designed for game balance?
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