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Campaign Breakdown in AD&D
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Post Posted: Sun Jul 25, 2010 8:39 pm 
 

Folks,

Another thread has had a good discussion of game "breakdown".

I never actually experienced this firsthand, so I asked FormCritic to elaborate on the topic, which he did very eloquently.  

Basically, AD&D campaigns tend to hit a point of diminishing return above 10-12th level.  

What is it within the game's mechanics that causes this?

I will re-post part of that thread to get things rolling.

Very interested to hear everyone's thoughts.

Thanks,
Keith[/b]


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Post Posted: Sun Jul 25, 2010 8:41 pm 
 

This was the start ....

FormCritic wrote:
"Breakdown":  When the power level of the player-characters rises above the logic level of any sort of realistic campaign.

Breakdown happens when the party is no longer afraid of just about anything in the book, and they must be confronted with increasingly elaborate and over-powered monsters in large numbers to even feel challenged.

How many fire giants can there be in this part of the world?  A campaign based upon a recognizable, believable medieval setting has limits on how many perils can live in...say...Norfolk and Suffolk.

"Orcus?  Oh, yeah.  We killed him.  I've got his wand."

"Ancient huge red dragon?  Yawn."

Naturally, this can be heavily influenced by factors in the DM's control, but it does occur even in campaigns with low character statistics and sharp limitations on magic.

Unearthed Arcana lowered the breakdown level in AD&D to 7th. That is the level where fighters have double weapon specialization and two swings per round.  (It was already bad enough when fighter types with weapon specialization got multiple swings at first level.)  The damage delivered alters the logical assumptions of game balance.  Monsters must get more powerful to make up for this imbalance, forcing thin-skins (magic users, thieves, etc) to face opponents of overwhelming lethality.  

Unearthed Arcana also added spells that made magic-users too powerful...with results that wrecked campaign logic.

You stated it yourself...you used to run characters to about 9th level and then start over.

The modules G1-3 and D1-3 were presented for characters of 7th-9th levels, with Q1 intended as a graduation exercise.  After killing all the giants in the region, up-ending the drow and slaying Lolth, what would be left for the party to accomplish?  Nothing.  Start over.

When WOTC was first presenting 4th Edition, they talked about extending the "sweet spot" in D&D all the way up to 20th level.  I have no idea how they managed to accomplish this.  I suspect they didn't.

"Sweet spot":  The set of player-character levels in which the party experiences the best peril to fun ratio.  In AD&D it was 4th-7th.  

At PaizoCon, all three of the events I played in called for PC's of 6th or 7th level.  There was a reason for that.  Experienced DM's know where the sweet spot is.


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Post Posted: Sun Jul 25, 2010 11:26 pm 
 

Keith the Thief wrote:This was the start ....

Dragonsfoot, PurpleWorm, or one of any number of D&D sites would be a better place for this thread, but I'll throw in my two-cents' worth.

FormCritic wrote:Unearthed Arcana lowered the breakdown level in AD&D to 7th. That is the level where fighters have double weapon specialization and two swings per round. (It was already bad enough when fighter types with weapon specialization got multiple swings at first level.)

I do not see this as a problem.  Fighters are supposed to be dangerous with weapons.  Low-level combat is a lot of hand-to-hand fighting, so fighters have it easy in the beginning of the campaign.

First-level 2E Rangers wearing leather armor get two attacks per round by using a second weapon.  They eventually graduate to a 5/2 attack pattern.  That is dangerous and in standard 2E.

FormCritic wrote:The damage delivered alters the logical assumptions of game balance. Monsters must get more powerful to make up for this imbalance, forcing thin-skins (magic users, thieves, etc) to face opponents of overwhelming lethality.

Encounters for higher-level parties should be potentially deadly.  But what constitutes lethal threats at higher levels?  Monsters with more hit points, more damage-dealing, better tactics, better magic, or some combination thereof?

A 5/2 ranger can be slept, charmed, or out-thought by some kobolds; he doesn't need to face increasingly bigger and badder monsters.  If a game breaks at higher levels, then I blame the DM.

  

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Post Posted: Sun Jul 25, 2010 11:47 pm 
 

JohnGaunt wrote:Dragonsfoot, PurpleWorm, or one of any number of D&D sites would be a better place for this thread ....


I'm sorry.    :oops:
It seemed like a topic collectors would be interested in.

:scratch:
Um, er, I never owned Unearthed Arcana, so i'm curious about its value to my AD&D collection.  
I've heard that it changed the balance of the game back in the day.


Better?
      :wink:


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Post Posted: Mon Jul 26, 2010 3:05 am 
 

UA? I see that as where AD&D died. Too many cobbled together ideas from Dragon/Imagine.
Cavalier and Barbarian? No thanks. But for worth to a collection, I've got 1 so as to complete my 1st ed hardback set, probably worth getting cheap just so you've read it  :)


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Post Posted: Mon Jul 26, 2010 6:21 am 
 

Keith the Thief wrote:It seemed like a topic collectors would be interested in.


The Acaeum has always been chary of discussion around playing D&D in depth - as this is mainly a site all about collecting, e.g. what really puts coal in our boilers are discussions around print runs, text changes between editions, rusty staples, the relative rarity of X on ebay, or the worth of Y as an interesting booklet, etc...  But many people here also regularly DM and/or play and after all these are games. I see no reason why we can't have some discussion without overlapping too much with Dragonsfoot... and this is a perennial AD&D topic.


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Post Posted: Mon Jul 26, 2010 6:31 am 
 

ashmire13 wrote:UA? I see that as where AD&D died. ... Cavalier and Barbarian? No thanks. But for worth to a collection, I've got 1 so as to complete my 1st ed hardback set...


I agree about the cavalier - a confused mess.  And the barbarian would only really work well in certain campaigns (and really not well at all in most campaigns).  But as a player who loved playing magic users - UA was totally brilliant.  Clear rules on spell books, cantrips (a whole new set of mini spells to collect and organise), plus a boatload of new spells as well.  Plus it really helped expand the Cleric as well.


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Post Posted: Mon Jul 26, 2010 9:12 am 
 

red_bus wrote:
The Acaeum has always been chary of discussion around playing D&D in depth - as this is mainly a site all about collecting, e.g. what really puts coal in our boilers are discussions around print runs, text changes between editions, rusty staples, the relative rarity of X on ebay, or the worth of Y as an interesting booklet, etc...  But many people here also regularly DM and/or play and after all these are games. I see no reason why we can't have some discussion without overlapping too much with Dragonsfoot... and this is a perennial AD&D topic.


Agree, but maybe the odd topic doesn't hurt, eh?  :wink:   I'd like to chat about the odd thing, but don't want to get bogged down in the 'Whats the average HP damage that a broad sword would do to an Ettin' or 'How big should my half drow-ogre's todger be'  8O  

I think this topic could also open up options and ideas on what mods are good for collecting depending on quality, taking the thread into consideration etc.


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Post Posted: Mon Jul 26, 2010 9:18 am 
 

red_bus wrote:
I agree about the cavalier - a confused mess.  And the barbarian would only really work well in certain campaigns (and really not well at all in most campaigns).  But as a player who loved playing magic users - UA was totally brilliant.  Clear rules on spell books, cantrips (a whole new set of mini spells to collect and organise), plus a boatload of new spells as well.  Plus it really helped expand the Cleric as well.


Forgot about Cantrips. I remember hunting down the two Imagine mags with those detailed, just to see what it was about. They looked fun!  :D

I guess my view of UA is tainted by the reviews BITD and never really wanted to expand my characters beyond what was already available. I think those original AD&D books had great artwork inside and the characters were (to me) balanced enough, although MU's were somewhat weak early doors.

But back on topic, I only ever managed to make 4th level so 'Breakdown' wasn't an option.  :lol:
Part of which was due to only playing 2 characters in my party with a possible henchman! So it was low-level small dungeon type experiences, which was no bad thing. No XP for gold etc either, just monster & 'deeds done' XPs.


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Post Posted: Mon Jul 26, 2010 9:43 am 
 

red_bus wrote:The Acaeum has always been chary of discussion around playing D&D in depth - as this is mainly a site all about collecting, e.g. what really puts coal in our boilers are discussions around print runs, text changes between editions, rusty staples, the relative rarity of X on ebay, or the worth of Y as an interesting booklet, etc...  But many people here also regularly DM and/or play and after all these are games. I see no reason why we can't have some discussion without overlapping too much with Dragonsfoot... and this is a perennial AD&D topic.


This is something I actually did not realize.  Honestly, or I would not have created the post.  It does seem like an interesting topic, but I'm not familiar with Dragonsfoot or Purple Worm.


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Post Posted: Mon Jul 26, 2010 9:51 am 
 

Keith the Thief wrote:
It does seem like an interesting topic, but I'm not familiar with Dragonsfoot or Purple Worm.


http://knights-n-knaves.com/  is quite good too for advice and chat. Pretty quiet too, which I prefer. DF and other sites can have many threads updating daily, a bit like RPGGeek etc, and I just can't keep up!  :oops:  :lol:


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Post Posted: Mon Jul 26, 2010 10:16 am 
 

ashmire13 wrote:
http://knights-n-knaves.com/  is quite good too for advice and chat. Pretty quiet too, which I prefer. DF and other sites can have many threads updating daily, a bit like RPGGeek etc, and I just can't keep up!  :oops:  :lol:


Quiet is good.  

I'm too old to deal with fast posts full of flaming comments.

Thanks!

P.S. And so my OT thread is now OT.  Story of my life :-)


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Post Posted: Mon Jul 26, 2010 10:19 am 
 

Keith the Thief wrote:
Quiet is good.  

I'm too old to deal with fast posts full of flaming comments.

Thanks!

P.S. And so my OT thread is now OT.  Story of my life :-)


Same as that!  :lol:



P.S. But I suspect it'll have a couple of more posts yet...  8)


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Post Posted: Mon Jul 26, 2010 12:18 pm 
 

JohnGaunt wrote: If a game breaks at higher levels, then I blame the DM.


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Post Posted: Mon Jul 26, 2010 12:51 pm 
 

Higher level campaigns are possible, but they definitely take a good DM to pull them off.  The challenge is not with the game mechanics but with being able to manage all the complexities and challenges that high level adventures present.  High level adventures also require that the DM do a lot of work in preparation, tailoring each adventure to the party, so that it is challenging, but not too easy or utterly impossible.  Adventures need to be dynamic as well, not linear or "canned".

In regard to the UA, it is indispensable in my campaigns.  Although there are flaws, it adds a plethora of information, when carefully filtered.  Matter of fact, there is something of value in almost every book that TSR produced.

  


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Post Posted: Mon Jul 26, 2010 12:59 pm 
 

ashmire13 wrote:
Agree, but maybe the odd topic doesn't hurt, eh?  :wink:  


Absolutely.  Let me be clear - I positively welcome an OT thread on this subject :)

ashmire13 wrote:'How big should my half drow-ogre's todger be'  8O  


Answer: small. :wink:


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Post Posted: Mon Jul 26, 2010 1:25 pm 
 

To rebuild my collection beyond the core 1E manuals, I'm trying decide whether the later rule books -- Unearthed Arcana or Manual of the Planes -- are even worth it.

I do hope to play again, and the notion of a higher level game appeals to me.

But I've never run one.

So if AD&D breaks down at high levels, then I will change my collecting goals accordingly.

Thanks for the advice


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Post Posted: Mon Jul 26, 2010 1:29 pm 
 

Each character type experiences a different sort of character-driven (that is, what affects the character sheet) reward -- everyone gets static HP progression, saves become fairly stuck (except for fighters), weapon proficiency becomes few and far between, there are few real new abilities gains or improved (spellcasters are an exception as that is all they do get at higher levels) and so forth and so on. The character classes themselves each modify some aspect of this -- the fighter gets really good at resisting everything that is thrown at them and they can hit pretty much anything they face; thieves constantly improve percentage abilities, finally showing they're effectiveness; spellcasters, as mentioned, get the all-powerful spell access and turn whole wars into a matter of who won initiative; and on and on. So, some elements of the game become "diminishing," but the rewards are nearly always larger.

High level AD&D might be difficult to DM, but it is far from being "the end."


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