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Was AD&D1 designed for game balance?
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<blockquote data-quote="AllisterH" data-source="post: 5033935" data-attributes="member: 51325"><p>re: Humanocentric D&D.</p><p></p><p>In both 3e and 4e, humans are one of the strongest races mechanically speaking. In core 3.x, humans were pretty much considered the BEST race (dwarves might have a chance arguing against that) and in 4e, humans are similarly considered one of the best races (there might be race X and Y that perfectly synchs with a class, but humans are slowly becoming stronger as more and more options release (another at-will and bonus feat are sweet)</p><p></p><p>re: Skill Challenges</p><p></p><p>I always assumed that skill challenges are there for those that have groups were in non-combat they seem trapped like a deer in headlights or there's only one guy who seems to shine at it.</p><p></p><p>Maybe I'm weird, but I found a lot of groups over the years needed handholding when it came to non-combat scenarios. From coming up with plans to get the attention of the Duke during the annual royal ball to coming up with a plan to sneak into the enemy fortress to simply doing a murder investigation, many players don't seem to know what to do.</p><p></p><p>The skill challenge idea (it has certainly been refined since the original presentation in the 1st DMG - alot like how other mechanics from Men & Monsters got refined in the next iteration. Contrast the skill challenge chapter in DMG1 with the one in DMG2) is a great mechanic for easing/teaching players how to interact with the world in non-combat scenarios.</p><p></p><p>I personally have found that if your group ALREADY does all these things, you're not going to use said mechanic but frankly,that's not how most players start off with. </p><p></p><p>It certainly took many a years before I would consider my 1e group to be "roleplaying"...the roleplaying mechanic/advice in 1e certainly wasn't what caused it.</p></blockquote><p></p>
[QUOTE="AllisterH, post: 5033935, member: 51325"] re: Humanocentric D&D. In both 3e and 4e, humans are one of the strongest races mechanically speaking. In core 3.x, humans were pretty much considered the BEST race (dwarves might have a chance arguing against that) and in 4e, humans are similarly considered one of the best races (there might be race X and Y that perfectly synchs with a class, but humans are slowly becoming stronger as more and more options release (another at-will and bonus feat are sweet) re: Skill Challenges I always assumed that skill challenges are there for those that have groups were in non-combat they seem trapped like a deer in headlights or there's only one guy who seems to shine at it. Maybe I'm weird, but I found a lot of groups over the years needed handholding when it came to non-combat scenarios. From coming up with plans to get the attention of the Duke during the annual royal ball to coming up with a plan to sneak into the enemy fortress to simply doing a murder investigation, many players don't seem to know what to do. The skill challenge idea (it has certainly been refined since the original presentation in the 1st DMG - alot like how other mechanics from Men & Monsters got refined in the next iteration. Contrast the skill challenge chapter in DMG1 with the one in DMG2) is a great mechanic for easing/teaching players how to interact with the world in non-combat scenarios. I personally have found that if your group ALREADY does all these things, you're not going to use said mechanic but frankly,that's not how most players start off with. It certainly took many a years before I would consider my 1e group to be "roleplaying"...the roleplaying mechanic/advice in 1e certainly wasn't what caused it. [/QUOTE]
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