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What was "player skill"?
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<blockquote data-quote="Quasqueton" data-source="post: 3013106" data-attributes="member: 3854"><p>I think your statements are inaccurate mischaracterizations of the facts.</p><p></p><p>I disagree. </p><p></p><p>First, AD&D1 had encounter design guidelines, too – monster level and dungeon level charts. And AD&D1 adventures had level ranges right on the cover – <em>Slavepits of the Undercity</em> was designed for characters level 4-7 – the encounters in that adventure were “balanced” for ~6 PCs of 4th to 7th level. Everything in that module was within the capabilities of 4th to 7th level characters to handle.</p><p></p><p>Second, D&D3 merely gives some guidelines for DMs to make adventures within the capabilities of the PCs, based on the characters’ levels. There is no “balanced schedule of CRs”.</p><p></p><p>Essentially, D&D3 does the same thing that AD&D1 did, just in a more explicit and detailed manner to make the tool easier for a DM to actually notice and use.</p><p></p><p>There are examples of both D&D3 and AD&D1 adventures with overwhelming challenges and easy encounters for the given level range.</p><p></p><p>I disagree.</p><p></p><p>That attitude can, will, and has led the death of many, many D&D3 and AD&D1 characters. A pack of AD&D1 7th-level characters going into <em>Slavepits of the Undercity</em> could have this attitude as much as a group of D&D3 10th-level characters going into <em>Heart of Nightfang Spire</em>.</p><p></p><p>I disagree.</p><p></p><p>The “great mass of rules” is an effective way of showing people “how to do that” and relieves the DM of the trouble of having to come up with ad hoc rules for creative solutions to challenges and encounters.</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 3013106, member: 3854"] I think your statements are inaccurate mischaracterizations of the facts. I disagree. First, AD&D1 had encounter design guidelines, too – monster level and dungeon level charts. And AD&D1 adventures had level ranges right on the cover – [i]Slavepits of the Undercity[/i] was designed for characters level 4-7 – the encounters in that adventure were “balanced” for ~6 PCs of 4th to 7th level. Everything in that module was within the capabilities of 4th to 7th level characters to handle. Second, D&D3 merely gives some guidelines for DMs to make adventures within the capabilities of the PCs, based on the characters’ levels. There is no “balanced schedule of CRs”. Essentially, D&D3 does the same thing that AD&D1 did, just in a more explicit and detailed manner to make the tool easier for a DM to actually notice and use. There are examples of both D&D3 and AD&D1 adventures with overwhelming challenges and easy encounters for the given level range. I disagree. That attitude can, will, and has led the death of many, many D&D3 and AD&D1 characters. A pack of AD&D1 7th-level characters going into [i]Slavepits of the Undercity[/i] could have this attitude as much as a group of D&D3 10th-level characters going into [i]Heart of Nightfang Spire[/i]. I disagree. The “great mass of rules” is an effective way of showing people “how to do that” and relieves the DM of the trouble of having to come up with ad hoc rules for creative solutions to challenges and encounters. Quasqueton [/QUOTE]
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