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="ExploderWizard" data-source="post: 5045672" data-attributes="member: 66434"><p>The PC's are negotiating with a dragon because they <em>cannot </em>just kill it, take its stuff, and move on. Once players sense that a situation is winnable in combat there is little to motivate them to act otherwise unless the rewards for doing so are immediate and obvious. </p><p> </p><p>Part of the balance for the game comes from being able to make decisions that pay off in a huge way and sometimes having the chance to step in a big enough mess to bring about total ruin. </p><p> </p><p>If everything is kept on an even keel and within the "beatable" range then the game can become less exciting. </p><p> </p><p>In the last session of my 4E campaign, the PC's discovered evidence of an underground tunneling creature in the area. On thier next foray out, they decided to bring along a goat as an early warning system and sacrificial bait for the beastie if it came to that. </p><p> </p><p>A little while later, the party (mostly 2nd level), was attacked by a hungry bulette (a level 9 monster). The PC's got into defensive positions and tried to engage the monster. Thier attacks prove ineffectual, so they left the goat and fled across the river while the monster munched on the goat. </p><p> </p><p>The "challenge" of the encounter was for the <em>players </em>and was not one of comparative combat statistics. The players recognized the danger and took appropriate action. They did not plan thier expedition to fight a rampaging underground monster. Now that they have knowledge of the threat, they can choose to make plans for removing it. Depending on the plan and the skill of implementation, they might overcome the beast through methods outside of standard combat. </p><p> </p><p>These types of situations help keep the game interesting IMHO, no matter what edition/system you use. It was these types of challenges that 1E was designed and balanced for. Try and think of it as being balanced for the people at the table rather than thier characters. The game rewarded clever play more than it did having the optimal arrangement of numbers on a character sheet.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5045672, member: 66434"] The PC's are negotiating with a dragon because they [I]cannot [/I]just kill it, take its stuff, and move on. Once players sense that a situation is winnable in combat there is little to motivate them to act otherwise unless the rewards for doing so are immediate and obvious. Part of the balance for the game comes from being able to make decisions that pay off in a huge way and sometimes having the chance to step in a big enough mess to bring about total ruin. If everything is kept on an even keel and within the "beatable" range then the game can become less exciting. In the last session of my 4E campaign, the PC's discovered evidence of an underground tunneling creature in the area. On thier next foray out, they decided to bring along a goat as an early warning system and sacrificial bait for the beastie if it came to that. A little while later, the party (mostly 2nd level), was attacked by a hungry bulette (a level 9 monster). The PC's got into defensive positions and tried to engage the monster. Thier attacks prove ineffectual, so they left the goat and fled across the river while the monster munched on the goat. The "challenge" of the encounter was for the [I]players [/I]and was not one of comparative combat statistics. The players recognized the danger and took appropriate action. They did not plan thier expedition to fight a rampaging underground monster. Now that they have knowledge of the threat, they can choose to make plans for removing it. Depending on the plan and the skill of implementation, they might overcome the beast through methods outside of standard combat. These types of situations help keep the game interesting IMHO, no matter what edition/system you use. It was these types of challenges that 1E was designed and balanced for. Try and think of it as being balanced for the people at the table rather than thier characters. The game rewarded clever play more than it did having the optimal arrangement of numbers on a character sheet. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Was AD&D1 designed for game balance?
Top