WheresMyD20
First Post
Well considering that nobody's been interested in giving the fighter ANYTHING for several editions now, maybe we should start thinking in terms of buffing the fighter instead of how much we can make life harder for everyone else to make the fighter feel better.
The fighter is supposed to be a plain vanilla type of class. When you have to start giving it special stuff to keep up with everyone else, you end up not having a plain vanilla class anymore.
Also: differing XP advancements makes for hell on non-XP games, I don't like XP at all. I don't want to think about how much those 17 goblins were worth, I don't want to worry if my players are cheating their XP, I don't want the rules lawyer to argue with me that the lvl7 Glatinous Cube was really 3456 XP and not 3479 XP, meaning the party didn't level and now needs 10xp so they have to go kill a kobold. Then there's using XP as a resource which always shows up in editions with different advancement tables.
As far as "non-XP" games go, instead of giving the group an arbitrary level, give them an arbitrary XP total instead. All you have to do is just log one XP total for the whole group and add to it as you see fit. For example, at the beginning of a session, the party may have 50,000 XP. At the end of the session, you deem that what they accomplished is worth about 5,000 XP. You announce that the new XP total is 55,000 XP and if that bumps any character into the new level, then they can level up.
XP is a meta-game tool used to track how accomplished your players are. It shouldn't be a balancing tool or a resource or anything at all. If you can't balance the classes on their own merits, throwing on superficial "well you level slower!" isn't going to help. It just means Timmy will be shooting death rays next week instead of this one, it means Timmy will still be OP compared to the fighter in a week instead of today.
The classes are balanced on their own merits at the same XP amount.
The beauty in the system is that fighters can share the same attack chart and saving throw chart with paladins and rangers. You don't need to define three separate classes, just one class with two sub-classes. Paladins and rangers are built on top of the fighter class. They have some extra abilities and because of that, they take longer to master their craft.
If you wanted to add a new class like, for example, the warlord, you can just make him a sub-class of the fighter. He inherits all of the fighter's abilites automatically. You can just assign a few new special abilities, adjust the XP chart by +10%, +20%, or whatever sounds good, and go. You're done.