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Was AD&D1 designed for game balance?
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<blockquote data-quote="Votan" data-source="post: 5067412" data-attributes="member: 18680"><p>I admit that I am not 100% clear on what you are arguing here. It's true that overland trips have encounters but, unless you deliberately make them unusually deadly, 9th level characters (pretty typical median level for G1) aren't much bothered by them. </p><p></p><p>Teleport has a weight capacity and you only really need the caster to go if you are exchanging silver pieces for gems. </p><p></p><p>Part of the issue might be whether you ramp up threats to player level in the general setting. If the big city of X is dangerous to 9th level characters than the 2nd levels who first appear there are simply dead. If random wilderness encounters make 9th level fighters concerned then your 4th level travelers are dead (and there is no commerce at all). </p><p></p><p>I think the point is that the modules have a lot of treasure and a party that is systematic will get a lot of it. Part of it isn't being slow to fight the Giants -- once you are done people can search the G1 setting for a long time before proceeding. This can even make sense -- ambushes are much more likely to be set up if you follow any fleeing Giants quickly. </p><p></p><p>Sure, you can argue for a sense of time pressure but now you are moving into the realm of how the setting adapts. I am not trying to say that getting the treasure was trivial (it isn't) but that a careful party can get a surprising percentage of it, in my experience. </p><p></p><p>I no longer own these modules so there may be some feature that we did not do correctly all those years ago. But it seems odd that one would include massive amounts of treasure on the hypothesis that most of it would not be found. Some won't . . . but much might be too.</p></blockquote><p></p>
[QUOTE="Votan, post: 5067412, member: 18680"] I admit that I am not 100% clear on what you are arguing here. It's true that overland trips have encounters but, unless you deliberately make them unusually deadly, 9th level characters (pretty typical median level for G1) aren't much bothered by them. Teleport has a weight capacity and you only really need the caster to go if you are exchanging silver pieces for gems. Part of the issue might be whether you ramp up threats to player level in the general setting. If the big city of X is dangerous to 9th level characters than the 2nd levels who first appear there are simply dead. If random wilderness encounters make 9th level fighters concerned then your 4th level travelers are dead (and there is no commerce at all). I think the point is that the modules have a lot of treasure and a party that is systematic will get a lot of it. Part of it isn't being slow to fight the Giants -- once you are done people can search the G1 setting for a long time before proceeding. This can even make sense -- ambushes are much more likely to be set up if you follow any fleeing Giants quickly. Sure, you can argue for a sense of time pressure but now you are moving into the realm of how the setting adapts. I am not trying to say that getting the treasure was trivial (it isn't) but that a careful party can get a surprising percentage of it, in my experience. I no longer own these modules so there may be some feature that we did not do correctly all those years ago. But it seems odd that one would include massive amounts of treasure on the hypothesis that most of it would not be found. Some won't . . . but much might be too. [/QUOTE]
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