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Was AD&D1 designed for game balance?
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<blockquote data-quote="Lanefan" data-source="post: 5034715" data-attributes="member: 29398"><p>A few things...</p><p></p><p>Minor nitpick: Isn't a Thief's backstrike damage (with a longsword) defined as 1d8 x 2 rather than 2d8? </p><p></p><p>From 28+ years of these games (all 1e-based), these are the classes of the 10 characters with the longest adventuring careers (measured by number of adventures):</p><p></p><p>1. Assassin (!)</p><p>2. Magic-user</p><p>3. Fighter</p><p>4. Cleric</p><p>5. Fighter</p><p>6. Cleric</p><p>7. Magic-user</p><p>8. Magic-user/Druid*</p><p>9. Fighter/Thief</p><p>10. Illusionist</p><p></p><p>* - probably impossible using 1e RAW; however, we're a lot more flexible with allowable multi-class combinations.</p><p></p><p>3-and-a-half of the top 10 look like wizard-types to me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And 1-and-a-half are rogue-types...</p><p></p><p>A highly salient point. The assumed-at-design-level party makeup and turnover rate in 1e is vastly different than in 3-4e; obviously, this affects the end-product game system. 1e assumed a large party, with characters joining, leaving, dying, retiring, etc. on a somewhat regular basis. 3e and 4e both assume a small tight party that as far as possible keeps the same members.</p><p></p><p>Part of this runs into an even deeper 1e assumption: that the players in a given campaign might also not remain constant, and the campaign might outlast any one of them (except, of course, the DM). 3-4e seem to expect that the players who start a campaign will stick around for the year or two it takes to finish it.</p><p></p><p>In my own experience I've noticed a huge difference between what I call "linear" campaigns (one continuing party, usually because the DM will not or cannot run a second game, sometimes with "lockstep" mechanics as noted by Ariosto) and multi-party campaigns; the party dynamics in the linear ones are sometimes quite contrived, and in some cases stilted, as if a character does not fit with the party there is nowhere else for it to be played. The multi-party campaigns seem more fluid; turnover - and thus, in-party change - can be achieved simply by characters switching parties.</p><p></p><p>The rules of all editions so far have been designed for the linear campaign type. Sometime, I'd love to see a DMG delve into ideas on how to manage a multi-party campaign.</p><p></p><p>I'm rambling, so if anything above does not parse please let me know and I'll try again. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5034715, member: 29398"] A few things... Minor nitpick: Isn't a Thief's backstrike damage (with a longsword) defined as 1d8 x 2 rather than 2d8? From 28+ years of these games (all 1e-based), these are the classes of the 10 characters with the longest adventuring careers (measured by number of adventures): 1. Assassin (!) 2. Magic-user 3. Fighter 4. Cleric 5. Fighter 6. Cleric 7. Magic-user 8. Magic-user/Druid* 9. Fighter/Thief 10. Illusionist * - probably impossible using 1e RAW; however, we're a lot more flexible with allowable multi-class combinations. 3-and-a-half of the top 10 look like wizard-types to me. :) And 1-and-a-half are rogue-types... A highly salient point. The assumed-at-design-level party makeup and turnover rate in 1e is vastly different than in 3-4e; obviously, this affects the end-product game system. 1e assumed a large party, with characters joining, leaving, dying, retiring, etc. on a somewhat regular basis. 3e and 4e both assume a small tight party that as far as possible keeps the same members. Part of this runs into an even deeper 1e assumption: that the players in a given campaign might also not remain constant, and the campaign might outlast any one of them (except, of course, the DM). 3-4e seem to expect that the players who start a campaign will stick around for the year or two it takes to finish it. In my own experience I've noticed a huge difference between what I call "linear" campaigns (one continuing party, usually because the DM will not or cannot run a second game, sometimes with "lockstep" mechanics as noted by Ariosto) and multi-party campaigns; the party dynamics in the linear ones are sometimes quite contrived, and in some cases stilted, as if a character does not fit with the party there is nowhere else for it to be played. The multi-party campaigns seem more fluid; turnover - and thus, in-party change - can be achieved simply by characters switching parties. The rules of all editions so far have been designed for the linear campaign type. Sometime, I'd love to see a DMG delve into ideas on how to manage a multi-party campaign. I'm rambling, so if anything above does not parse please let me know and I'll try again. :) Lanefan [/QUOTE]
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