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="Ariosto" data-source="post: 5045942" data-attributes="member: 80487"><p>I think you have implied that the answer is that the DM must unfairly have imposed upon the players. Are you not appealing to the specter of such hypothetical encounters as evidence for the necessity of ad hoc "encounter balancing" by the DM?</p><p></p><p>Others assume that the DM ought to set up a game such that players can make strategic choices -- and take the consequences. That's the kind of D&D game I like to play, and there have always been plenty of fellows with whom to do so.</p><p></p><p>Except that it would not be a case of impossibility! What the players should know, if it is the case, is that an open fight (as opposed perhaps to a carefully prepared ambush) is likely to go against them. If they don't know that -- which it is part of play to learn -- then they should know that they <strong>don't know</strong>. If they choose to gamble that the best defense is a good case of willful ignorance, then they are due whatever the dice decree. That <em>could</em> be a surprise victory for them. That is not in fact the logical dichotomy; that some ways are instant death does <strong>not</strong> mean that there are not a variety of viable approaches! In any case, <strong>advantage</strong> is -- in the nature of a <em>game</em> -- most customarily something for players to pursue, not to take for granted. The foundation that makes strategy possible is the fact that some ways are more advantageous than others.</p><p></p><p>Perhaps it is not clear to you that a basic assumption of the game is that <em>the players</em> choose their paths through the environment as much as you and I choose our courses through the real world.</p><p></p><p>That kind of game may not be to one's taste, but it is most certainly an actual game form admitting of actual balances.</p><p></p><p>Although my acquaintance with the game is fleeting, IIRC that is not precisely true -- as it would be in the case of, e.g., Snakes (or Chutes) and Ladders. Also, one might observe that chance plays a profound role especially in survival of a character to 2nd level. However, the point is well taken that AD&D was designed to put a premium on managing that chance factor by <em>avoiding</em> it as much as possible. That's a radically different aim than the <em>dependence upon</em> prescribed default probabilities that figures so prominently in, for instance, 4e.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5045942, member: 80487"] I think you have implied that the answer is that the DM must unfairly have imposed upon the players. Are you not appealing to the specter of such hypothetical encounters as evidence for the necessity of ad hoc "encounter balancing" by the DM? Others assume that the DM ought to set up a game such that players can make strategic choices -- and take the consequences. That's the kind of D&D game I like to play, and there have always been plenty of fellows with whom to do so. Except that it would not be a case of impossibility! What the players should know, if it is the case, is that an open fight (as opposed perhaps to a carefully prepared ambush) is likely to go against them. If they don't know that -- which it is part of play to learn -- then they should know that they [B]don't know[/B]. If they choose to gamble that the best defense is a good case of willful ignorance, then they are due whatever the dice decree. That [I]could[/I] be a surprise victory for them. That is not in fact the logical dichotomy; that some ways are instant death does [B]not[/B] mean that there are not a variety of viable approaches! In any case, [B]advantage[/B] is -- in the nature of a [I]game[/I] -- most customarily something for players to pursue, not to take for granted. The foundation that makes strategy possible is the fact that some ways are more advantageous than others. Perhaps it is not clear to you that a basic assumption of the game is that [i]the players[/i] choose their paths through the environment as much as you and I choose our courses through the real world. That kind of game may not be to one's taste, but it is most certainly an actual game form admitting of actual balances. Although my acquaintance with the game is fleeting, IIRC that is not precisely true -- as it would be in the case of, e.g., Snakes (or Chutes) and Ladders. Also, one might observe that chance plays a profound role especially in survival of a character to 2nd level. However, the point is well taken that AD&D was designed to put a premium on managing that chance factor by [I]avoiding[/I] it as much as possible. That's a radically different aim than the [I]dependence upon[/I] prescribed default probabilities that figures so prominently in, for instance, 4e. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Was AD&D1 designed for game balance?
Top