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Was AD&D1 designed for game balance?
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<blockquote data-quote="Lanefan" data-source="post: 5058650" data-attributes="member: 29398"><p>An NPC within the party - at least, those I run - is no more nor less scripted than the PCs are. Sure, it has a basic characterization going in, but then pretty much all PCs do as well. But it still has a personality, and a brain, and is allowed to use both.</p><p>Yet even with that, one of the true beauties of the system is that it is flexible enough to support a freeform storytelling type of game if so desired. It's also flexible enough to support some pretty hard-core rules mongering, if that's the type of campaign you and your players are looking for.</p><p></p><p>An example: today during an unusually rough ferry crossing I got to thinking about how I've handled water-walking in the past in situations where the water is not calm. Up till now I've hand-waved it, sometimes asking for a dex check or just saying outright it's too rough; but sitting on the ferry looking out at the whitecaps I came up with a basic system for what one can hope to do (and by what mechanic) given differing water conditions.</p><p></p><p>So consider this: I might never use this new system and instead just continue with on-the-fly rulings, or I might tighten my ideas up and bring them in to the campaign: my point is that the game system can support either option.</p><p></p><p>That flexibility is, arguably, achieved at some cost in game balance; but I can live with that.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5058650, member: 29398"] An NPC within the party - at least, those I run - is no more nor less scripted than the PCs are. Sure, it has a basic characterization going in, but then pretty much all PCs do as well. But it still has a personality, and a brain, and is allowed to use both. Yet even with that, one of the true beauties of the system is that it is flexible enough to support a freeform storytelling type of game if so desired. It's also flexible enough to support some pretty hard-core rules mongering, if that's the type of campaign you and your players are looking for. An example: today during an unusually rough ferry crossing I got to thinking about how I've handled water-walking in the past in situations where the water is not calm. Up till now I've hand-waved it, sometimes asking for a dex check or just saying outright it's too rough; but sitting on the ferry looking out at the whitecaps I came up with a basic system for what one can hope to do (and by what mechanic) given differing water conditions. So consider this: I might never use this new system and instead just continue with on-the-fly rulings, or I might tighten my ideas up and bring them in to the campaign: my point is that the game system can support either option. That flexibility is, arguably, achieved at some cost in game balance; but I can live with that. Lanefan [/QUOTE]
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Was AD&D1 designed for game balance?
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