Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Was AD&D1 designed for game balance?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="billd91" data-source="post: 5045493" data-attributes="member: 3400"><p>I think you're making too much of the Candyland quote... and yet not enough.</p><p></p><p>Candyland is a game with absolutely no challenge. No player decision, other than playing in the first place, matters a whit to how the game is resolved. It's pure chance.</p><p></p><p>By contrast, Gygax is talking about playing a game in which player decisions matter and either contribute or detract from the success of the players, sometimes in substantial ways. And it's up to the DM to actually make those decisions challenging enough that bad decisions, good decisions, worse decisions, and better decisions lead to appropriate results for the players. </p><p></p><p>In the case of players not wanting to risk the poison needle in the lock traps, death from goblin ambushes, etc, then perhaps the decision they should make is to not adventure. If the game adheres to a guideline that all encounters should be level-appropriate, then what or whose decisions are we concerned with? If all encounters are expected to be successfully fought, then the only decisions are in tactically how, not strategically whether or not the fight should be fought at all. That may not constrain the decisions as tightly as Candyland, but I would argue that it's not as broad as it should be either. It also means a degree of challenge in the game is lost, the challenge of understanding when to throw down the gauntlet and when to not and even of assessing when to disengage if the decision to fight turns out rash.</p></blockquote><p></p>
[QUOTE="billd91, post: 5045493, member: 3400"] I think you're making too much of the Candyland quote... and yet not enough. Candyland is a game with absolutely no challenge. No player decision, other than playing in the first place, matters a whit to how the game is resolved. It's pure chance. By contrast, Gygax is talking about playing a game in which player decisions matter and either contribute or detract from the success of the players, sometimes in substantial ways. And it's up to the DM to actually make those decisions challenging enough that bad decisions, good decisions, worse decisions, and better decisions lead to appropriate results for the players. In the case of players not wanting to risk the poison needle in the lock traps, death from goblin ambushes, etc, then perhaps the decision they should make is to not adventure. If the game adheres to a guideline that all encounters should be level-appropriate, then what or whose decisions are we concerned with? If all encounters are expected to be successfully fought, then the only decisions are in tactically how, not strategically whether or not the fight should be fought at all. That may not constrain the decisions as tightly as Candyland, but I would argue that it's not as broad as it should be either. It also means a degree of challenge in the game is lost, the challenge of understanding when to throw down the gauntlet and when to not and even of assessing when to disengage if the decision to fight turns out rash. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Was AD&D1 designed for game balance?
Top