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<blockquote data-quote="Voadam" data-source="post: 8532716" data-attributes="member: 2209"><p>A lot of AD&D modules had things you were supposed to fight and some had things that were too tough and you were supposed to get a dramatic plot scene and then run away or watch more plot stuff happen and then fight an appropriate threat thing at a different point.</p><p></p><p>All of D&D has tried to balance things to generally be within an appropriate threat range, dungeon level charts out of the 1e DMG were specifically designed to calibrate threat levels. Modules had specific suggested level ranges since the 70s.</p><p></p><p>Older D&D and particularly older low level adventures had a higher design threshold for allowing individual characters to die as part of the normal game, but it was still designed to be calibrated to be an expected threat range. From about Dragonlance on there was a shift to going more plot story with specific fight here and do not fight there story beats in adventures and this trend grew as 2e advanced. Whereas Keep on the Borderland had an Ogre and Minotaur at the bottom caves and kobolds in the top and players could go where they want so you could increase or decrease challenge by going to different places, plot heavier adventures got more railroady and most things would either be something you could fight or railroad tracks would often stop fights or allow a party to somehow escape after challenging the wrong threat.</p><p></p><p>I think CR made evaluating challenges easier, but also emerged consistent in the timeline with the design change on play style. More 2e heroes kicking in the door to slay evil and less fantasy Vietnam.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8532716, member: 2209"] A lot of AD&D modules had things you were supposed to fight and some had things that were too tough and you were supposed to get a dramatic plot scene and then run away or watch more plot stuff happen and then fight an appropriate threat thing at a different point. All of D&D has tried to balance things to generally be within an appropriate threat range, dungeon level charts out of the 1e DMG were specifically designed to calibrate threat levels. Modules had specific suggested level ranges since the 70s. Older D&D and particularly older low level adventures had a higher design threshold for allowing individual characters to die as part of the normal game, but it was still designed to be calibrated to be an expected threat range. From about Dragonlance on there was a shift to going more plot story with specific fight here and do not fight there story beats in adventures and this trend grew as 2e advanced. Whereas Keep on the Borderland had an Ogre and Minotaur at the bottom caves and kobolds in the top and players could go where they want so you could increase or decrease challenge by going to different places, plot heavier adventures got more railroady and most things would either be something you could fight or railroad tracks would often stop fights or allow a party to somehow escape after challenging the wrong threat. I think CR made evaluating challenges easier, but also emerged consistent in the timeline with the design change on play style. More 2e heroes kicking in the door to slay evil and less fantasy Vietnam. [/QUOTE]
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