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Was AD&D1 designed for game balance?
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<blockquote data-quote="Remathilis" data-source="post: 5034555" data-attributes="member: 7635"><p>Its this mindset that reminds me why I no longer play pre-2000 versions of D&D...</p><p></p><p>Older D&D is littered with all sorts of hidden "gotchas!" that seem powerful (or merely "viable") that turn out to be hoses. Druids (and monks) for example, seem fine until name level; then your leveling becomes tied solely to social-promotion and ritual combat. Likewise; Demi-humans seem greatly powerful until you realize few, if any, ever reach name level due to level-limits. Its also no secret magic-users tend to dominate the game in high-level play (with clerics being no slouch either). </p><p></p><p>Say what you want about Gygax's notion of "balance" the one thing I've always seen as a liability to the game was these weird "artificial" limits to character longevity; why get attached to your druid/assassin/elf PC when he's going to retire after X level because he can no longer advance and your left in the dust? I guess that explains why Greyhawk is known for its human wizards and their lackeys!</p><p></p><p>While never perfect, the one thing I applaud 3e for was TRYING to make up the perceived imbalance between classes like this by removing level limits, strengthing some classes (like thief/rogue) and attempting to make such choices viable, if not always optimal. </p><p></p><p>Because why should the guy pretending fling fireballs have more fun than the guy pretending to be an elf or the girl who wants to pick NPC's pockets?</p></blockquote><p></p>
[QUOTE="Remathilis, post: 5034555, member: 7635"] Its this mindset that reminds me why I no longer play pre-2000 versions of D&D... Older D&D is littered with all sorts of hidden "gotchas!" that seem powerful (or merely "viable") that turn out to be hoses. Druids (and monks) for example, seem fine until name level; then your leveling becomes tied solely to social-promotion and ritual combat. Likewise; Demi-humans seem greatly powerful until you realize few, if any, ever reach name level due to level-limits. Its also no secret magic-users tend to dominate the game in high-level play (with clerics being no slouch either). Say what you want about Gygax's notion of "balance" the one thing I've always seen as a liability to the game was these weird "artificial" limits to character longevity; why get attached to your druid/assassin/elf PC when he's going to retire after X level because he can no longer advance and your left in the dust? I guess that explains why Greyhawk is known for its human wizards and their lackeys! While never perfect, the one thing I applaud 3e for was TRYING to make up the perceived imbalance between classes like this by removing level limits, strengthing some classes (like thief/rogue) and attempting to make such choices viable, if not always optimal. Because why should the guy pretending fling fireballs have more fun than the guy pretending to be an elf or the girl who wants to pick NPC's pockets? [/QUOTE]
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Was AD&D1 designed for game balance?
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