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Was AD&D1 designed for game balance?
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<blockquote data-quote="Hussar" data-source="post: 5059686" data-attributes="member: 22779"><p>The problem I'm seeing here is the presumption that your PC's would die frequently. Why is that a presumption? Where in the guidelines does it state that you should be switching out PC's every two or three levels?</p><p></p><p>And, doesn't that balance go out the window anyway? A higher stat character is more survivable than a lower stat one. The higher the stats, the longer the character will survive, and the less it will be switched out. Thus, you still lack balance, because your presumed method of balance - character death - isn't occuring.</p><p></p><p>But, back to what my original point was, which I think got lost in the scrum:</p><p></p><p>How can a system be considered designed for balance when, if I use the mechanics of the system, not only will I get unbalanced results, but the guidelines actually WARN me that I will get unbalanced results but then fail to tell me what a balanced result actually is?</p><p></p><p>The DMG tells me, in no uncertain terms, if I use the treasure guidelines, I will get unbalanced results. But, they don't tell me what is actually considered a balanced result. Is a +3 Frost Brand reasonable for a 3rd level character? How about 7th? 9th? What about Gauntlets of Ogre Power? What level adventure should I put those in?</p><p></p><p>In thirty plus years of 1e gaming, NOT ONE of you can answer me that. The best answer I can get is, "Well, it depends on your campaign".</p><p></p><p>And that's my point. If balance depends on something other than the mechanics, then the mechanics are designed for balance. Now, I'm not saying that's a bad thing. People keep dragging poor 4e into this conversation and I have no idea why. It doesn't matter to this conversation what 4e has done. Or any other edition for that matter.</p><p></p><p>To repeat, if maintaining balance requires something other than the mechanics, how can you consider that system designed for balance?</p></blockquote><p></p>
[QUOTE="Hussar, post: 5059686, member: 22779"] The problem I'm seeing here is the presumption that your PC's would die frequently. Why is that a presumption? Where in the guidelines does it state that you should be switching out PC's every two or three levels? And, doesn't that balance go out the window anyway? A higher stat character is more survivable than a lower stat one. The higher the stats, the longer the character will survive, and the less it will be switched out. Thus, you still lack balance, because your presumed method of balance - character death - isn't occuring. But, back to what my original point was, which I think got lost in the scrum: How can a system be considered designed for balance when, if I use the mechanics of the system, not only will I get unbalanced results, but the guidelines actually WARN me that I will get unbalanced results but then fail to tell me what a balanced result actually is? The DMG tells me, in no uncertain terms, if I use the treasure guidelines, I will get unbalanced results. But, they don't tell me what is actually considered a balanced result. Is a +3 Frost Brand reasonable for a 3rd level character? How about 7th? 9th? What about Gauntlets of Ogre Power? What level adventure should I put those in? In thirty plus years of 1e gaming, NOT ONE of you can answer me that. The best answer I can get is, "Well, it depends on your campaign". And that's my point. If balance depends on something other than the mechanics, then the mechanics are designed for balance. Now, I'm not saying that's a bad thing. People keep dragging poor 4e into this conversation and I have no idea why. It doesn't matter to this conversation what 4e has done. Or any other edition for that matter. To repeat, if maintaining balance requires something other than the mechanics, how can you consider that system designed for balance? [/QUOTE]
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