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Was AD&D1 designed for game balance?
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<blockquote data-quote="Gimby" data-source="post: 5046260" data-attributes="member: 49875"><p>Possibly (probably) I'm misunderstanding what you are meaning by DM fiat then. </p><p></p><p>If you have a resolution mechanic already in place, (so in 4e this would be combat, skill challenges or application of page 42, for example) then you just use that. My perception of fiat is more "This fails" or "That succeeds" based on the DM's understanding of the plan. </p><p></p><p>Where I worry about that application of fiat is that perfect communication of the both the plan (from the players) and the context of the plan (from the DM) is impossible due to issues with communication. What the players may think is an excellent plan may be flawed from the DM perspective because of some factor that would be obvious to the characters but has, for whatever reason, eluded the players. </p><p></p><p>My feeling is that its a useful, powerful tool and should be used sparingly with that in mind.</p></blockquote><p></p>
[QUOTE="Gimby, post: 5046260, member: 49875"] Possibly (probably) I'm misunderstanding what you are meaning by DM fiat then. If you have a resolution mechanic already in place, (so in 4e this would be combat, skill challenges or application of page 42, for example) then you just use that. My perception of fiat is more "This fails" or "That succeeds" based on the DM's understanding of the plan. Where I worry about that application of fiat is that perfect communication of the both the plan (from the players) and the context of the plan (from the DM) is impossible due to issues with communication. What the players may think is an excellent plan may be flawed from the DM perspective because of some factor that would be obvious to the characters but has, for whatever reason, eluded the players. My feeling is that its a useful, powerful tool and should be used sparingly with that in mind. [/QUOTE]
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Was AD&D1 designed for game balance?
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