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Was AD&D1 designed for game balance?
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<blockquote data-quote="Gimby" data-source="post: 5046136" data-attributes="member: 49875"><p>The idea that DM fiat is good for players because it allows unlikely (but cool) plans to work.</p><p></p><p>The fiction comment comes from that Discworld quote - "Million to one chances pop up nine times out of ten". The heros come up with an impropable, desperate plan and it works, not due to the inherent probabilities but due to narrative neccesity. </p><p></p><p>But in a game with dice rolls, if the players have a plan that has an inherent low probability of success, it is not likely to succeed (by definition). If you, out of a desire to let this plan succeed because it is cool, give fiat success to it then you have essentially negated their strategic decisions - as you say here: </p><p></p><p></p><p></p><p>As this surely applies to both good (high probability of success) and to bad (low probability of success) strategies. </p><p></p><p>If your plan is actually good, then you *haven't* beaten the overwhelming odds. You have adjusted the odds until they are in your favour and then beaten those new, favourable odds. This should require no fiat-success.</p></blockquote><p></p>
[QUOTE="Gimby, post: 5046136, member: 49875"] The idea that DM fiat is good for players because it allows unlikely (but cool) plans to work. The fiction comment comes from that Discworld quote - "Million to one chances pop up nine times out of ten". The heros come up with an impropable, desperate plan and it works, not due to the inherent probabilities but due to narrative neccesity. But in a game with dice rolls, if the players have a plan that has an inherent low probability of success, it is not likely to succeed (by definition). If you, out of a desire to let this plan succeed because it is cool, give fiat success to it then you have essentially negated their strategic decisions - as you say here: As this surely applies to both good (high probability of success) and to bad (low probability of success) strategies. If your plan is actually good, then you *haven't* beaten the overwhelming odds. You have adjusted the odds until they are in your favour and then beaten those new, favourable odds. This should require no fiat-success. [/QUOTE]
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Was AD&D1 designed for game balance?
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