AD&D: Embrace the Imbalance

AD&D is imbalanced.  There, I said it.  The classes are imbalanced.  The races are imbalanced.  Many of the monsters feel imbalanced.  Everything about the game reeks of imbalance.

But is imbalance necessarily a bad thing?  I don’t think so.

Picture by Kevin Thai

My players are just learning the basic combat rules.  We’re only 2 full sessions in, due to crazy schedules, so we’re still working it out.  I’m still working it out.  So as we engaged our first serious combat opportunity, I thought, let’s keep the guard rails on:

4 PCs (a fighter, an assassin, an illusionist-thief, and a cleric)
1 allied PC (Elmo, if you’re familiar with The Village of Hommlet)
3 opposing NPCs (2 bandits and one fenced-in wild horse)

Everything about the encounter reeks of caution:

  • One less NPC than the PCs
  • The wild horse was fenced-in, just in case the 2 bandits were too much

But there was more than meets the eye:

  • The Monster Manual recommends bandits be in group of…wait for it…20-200!
  • Wild horses appear in packs of 5-30

So, yeah, I was pulling my punches.  But why?  I wanted to allow the players to learn the system without their characters getting slaughtered.  Is that so bad to do?  The game feels so imbalanced–weighted against low-level PCs–I don’t want them to get frustrated with the system.  In the end, this is the question I found myself facing:

Can I trust the numbers in the books—or do I need to flub them?

Well, I learned from the experience big-time.  Here’s how:

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