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Was AD&D1 designed for game balance?
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<blockquote data-quote="Ariosto" data-source="post: 5034572" data-attributes="member: 80487"><p>The game is largely what one makes of it.</p><p></p><p>If you want to gain levels most rapidly, then the druid beats the thief up to 11th. On the other hand, the thief attains "name" level sooner -- and does not hit the druid's ceiling. On the gripping hand, starting his own gang means starting a war to the death.</p><p></p><p>If you want an especially sneaky scout character, then an elf or halfling (especially one with infravision) -- not in metal armor -- is a good choice. If you want a non-human (not part-human) with unlimited advancement, then a thief is the only choice.</p><p></p><p>(The exception to resurrection used to be halflings, but in AD&D it's elves and half-orcs -- worth noting if your career plan includes getting killed.)</p><p></p><p>Dwarves have a racial ability (specified in AD&D as having a 50% chance) to detect traps involving pits, falling blocks and other stonework. Gnomes have 70% to detect "unsafe walls, ceilings or floors".</p><p></p><p>The thief's function, per the PHB, "pertains to relatively small mechanical devices such as poisoned needles, spring blades, and the like".</p><p></p><p></p><p></p><p>Gauntlets of Dexterity (.06%), Gauntlets of Swimming and Climbing (C, F, T, .09%), Boots of Elvenkind (0.18%), a Cloak of Elvenkind (0.27%), a Ring of Invisibility (.35%) ... Yes, there are magic items that let their possessors do more or less some things a thief can do. Note, however, that they serve to <em>enhance</em> a thief's capabilities! Given their rarity, the advantage -- should one aim to undertake such adventures as those treasures would facilitate -- of having a thief before (as well as after) acquiring any, should be clear enough.</p><p></p><p>"Optimization" isn't everything, if one has the temperament to roll dice for ability scores in the first place. Yeah, someone else might start with a higher score than your best, or with a higher average. Odds are, someone else <em>has!</em> So, maybe you just happen to have fun playing a human thief.</p><p></p><p>Having fun, whatever that means to you, should be enough in a game form that otherwise has no set conditions for "winning". (A tournament scenario is something else.) That very personal objective seems to be the most important thing by far, and may find different outlets in different characters.</p><p></p><p>Those AD&Ders who especially enjoy playing thieves (or magic-users, or monks, or halflings, or the allegedly "plain Jane" human fighter, or what have you) could tell of memorable exploits to make not only the day but a player's career. I have no doubt that they are out there because, from what I have seen, the class has never ceased to be represented.</p><p></p><p>As with the magic-user or illusionist -- as, really, with any character of any class -- what matters most is what you make of it. Some are pretty easy to play moderately well, with less of a dynamic range beyond that. Others both call for and reward greater skill, or by default leave more to chance.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5034572, member: 80487"] The game is largely what one makes of it. If you want to gain levels most rapidly, then the druid beats the thief up to 11th. On the other hand, the thief attains "name" level sooner -- and does not hit the druid's ceiling. On the gripping hand, starting his own gang means starting a war to the death. If you want an especially sneaky scout character, then an elf or halfling (especially one with infravision) -- not in metal armor -- is a good choice. If you want a non-human (not part-human) with unlimited advancement, then a thief is the only choice. (The exception to resurrection used to be halflings, but in AD&D it's elves and half-orcs -- worth noting if your career plan includes getting killed.) Dwarves have a racial ability (specified in AD&D as having a 50% chance) to detect traps involving pits, falling blocks and other stonework. Gnomes have 70% to detect "unsafe walls, ceilings or floors". The thief's function, per the PHB, "pertains to relatively small mechanical devices such as poisoned needles, spring blades, and the like". Gauntlets of Dexterity (.06%), Gauntlets of Swimming and Climbing (C, F, T, .09%), Boots of Elvenkind (0.18%), a Cloak of Elvenkind (0.27%), a Ring of Invisibility (.35%) ... Yes, there are magic items that let their possessors do more or less some things a thief can do. Note, however, that they serve to [i]enhance[/i] a thief's capabilities! Given their rarity, the advantage -- should one aim to undertake such adventures as those treasures would facilitate -- of having a thief before (as well as after) acquiring any, should be clear enough. "Optimization" isn't everything, if one has the temperament to roll dice for ability scores in the first place. Yeah, someone else might start with a higher score than your best, or with a higher average. Odds are, someone else [i]has![/i] So, maybe you just happen to have fun playing a human thief. Having fun, whatever that means to you, should be enough in a game form that otherwise has no set conditions for "winning". (A tournament scenario is something else.) That very personal objective seems to be the most important thing by far, and may find different outlets in different characters. Those AD&Ders who especially enjoy playing thieves (or magic-users, or monks, or halflings, or the allegedly "plain Jane" human fighter, or what have you) could tell of memorable exploits to make not only the day but a player's career. I have no doubt that they are out there because, from what I have seen, the class has never ceased to be represented. As with the magic-user or illusionist -- as, really, with any character of any class -- what matters most is what you make of it. Some are pretty easy to play moderately well, with less of a dynamic range beyond that. Others both call for and reward greater skill, or by default leave more to chance. [/QUOTE]
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