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Was AD&D1 designed for game balance?
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<blockquote data-quote="Ariosto" data-source="post: 5048977" data-attributes="member: 80487"><p>then the princess is the loot. That's simple and flexible, eh?</p><p></p><p>"But what if my character has no interest in wealth?" Can you say "corner case"? Why has he or she any interest in "gaining levels"? That's pursuit of power, and wealth is power. Why should his or her other interests be the cause of gaining levels?</p><p></p><p>The treasure-score method works very neatly to give the game a clear structure, and is thematically in keeping with the main fictional inspirations. It neither dictates methodologies nor requires action-by-action bookkeeping as do some alternatives; the summed value of actions is elegantly indicated in the value of treasure secured! It does not set up risk <em>as</em> reward, as may happen when "bypassing an encounter" (a trap, monster or other dangerous obstacle) gets penalized. It does penalize aimless wandering that uses up resources. It facilitates players' assessment of objectives in quantified terms even in character.</p><p></p><p>Some of those features may be flaws in some eyes. A DM who wants to take players out of the loop, for instance, might prefer hidden values to the open token. That loop of information and choice, though, is fundamental to the game Gygax was designing.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5048977, member: 80487"] then the princess is the loot. That's simple and flexible, eh? "But what if my character has no interest in wealth?" Can you say "corner case"? Why has he or she any interest in "gaining levels"? That's pursuit of power, and wealth is power. Why should his or her other interests be the cause of gaining levels? The treasure-score method works very neatly to give the game a clear structure, and is thematically in keeping with the main fictional inspirations. It neither dictates methodologies nor requires action-by-action bookkeeping as do some alternatives; the summed value of actions is elegantly indicated in the value of treasure secured! It does not set up risk [i]as[/i] reward, as may happen when "bypassing an encounter" (a trap, monster or other dangerous obstacle) gets penalized. It does penalize aimless wandering that uses up resources. It facilitates players' assessment of objectives in quantified terms even in character. Some of those features may be flaws in some eyes. A DM who wants to take players out of the loop, for instance, might prefer hidden values to the open token. That loop of information and choice, though, is fundamental to the game Gygax was designing. [/QUOTE]
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