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Was AD&D1 designed for game balance?
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<blockquote data-quote="ExploderWizard" data-source="post: 5046049" data-attributes="member: 66434"><p>My problem with encounter balance is similar. A game is played by <em>people. </em>A game structured as part of well balanced mechanical breakfast seeks to challenge collisions between sets of statistics rather than the <em>person</em> playing the game. My character sheet is an object. The numbers written there have no need or care to be challenged. </p><p> </p><p>Connected with this is the terrible evil known as DM fiat. To those who would question why they should put any trust of success into the DM's hands I say this: As a player do you think your ideas and plans should have any influence on the outcome of your action? </p><p> </p><p>If the answer is yes then rulings/ DM fiat is your friend. Anyone who has ever played in a game and succeeded due to a well executed plan when the numbers said you should have crashed and burned knows this. </p><p> </p><p>So it comes down to degrees of mechanics vs. rulings. The heavier the mechanics and statistics get the less relevant the people on either side of them are.</p><p> </p><p>So a balanced rules-heavy system supposedly allows inexperienced DMs to run smooth games, at least thats what I keep hearing. A smooth running game does not always equal a rewarding or satisfying game.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5046049, member: 66434"] My problem with encounter balance is similar. A game is played by [I]people. [/I]A game structured as part of well balanced mechanical breakfast seeks to challenge collisions between sets of statistics rather than the [I]person[/I] playing the game. My character sheet is an object. The numbers written there have no need or care to be challenged. Connected with this is the terrible evil known as DM fiat. To those who would question why they should put any trust of success into the DM's hands I say this: As a player do you think your ideas and plans should have any influence on the outcome of your action? If the answer is yes then rulings/ DM fiat is your friend. Anyone who has ever played in a game and succeeded due to a well executed plan when the numbers said you should have crashed and burned knows this. So it comes down to degrees of mechanics vs. rulings. The heavier the mechanics and statistics get the less relevant the people on either side of them are. So a balanced rules-heavy system supposedly allows inexperienced DMs to run smooth games, at least thats what I keep hearing. A smooth running game does not always equal a rewarding or satisfying game. [/QUOTE]
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Was AD&D1 designed for game balance?
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