Tony Vargas
Legend
Heh. For some reason, I find those questions interesting.A slightly large-scale example: what is the reason for the AD&D rule whereby wizards need more XP than fighters per level up to about level 5, and then need fewer XP per level up to level 13, and then catch up to fighters again at level 14 and from then on need more XP per level? And how does this fit with the evident fact that, on a level-for-level comparison, MUs are arguably weaker than fighters up to about level 5, but then stronger than fighters at all levels above that; or with the other fact that the number of AD&D players who have actually advanced an MU or a fighter above 14th level is some tiny fraction of the total number of those who have played the game?
Not only does the rulebook not tell me the goal or intent of this rule, after thinking about it for 30-odd years I still haven't worked it out. (I can see the reason for MUs becoming dominant in mid-to-high level play - that is a pay-off for starting weak - but that doesn't explain why they need fewer XP per level than fighters between 6th and 13th levels.)
And don't get me onto the XP and spell progression for AD&D druids. The goal and intent are utterly opaque to me.

It occurred to me once that part of the reason for the odd weighting of the exp tables was the expectation of character death. A low level fighter is tough, but he'll be 'blocking' all the time and a lucky hit or two can kill him - then he'll have to roll up a new character, because raise dead isn't available yet. Thus the faster exp progression so the new fighter can catch up. Rogues really dash in exp because they're going to die like flies as weak characters expected to take point and save the party from traps primarily by failing their find/remove trap checks and croaking. After low-level, the dynamics change. The fighter becomes super-durable, has tank-like magic armor, and excellent saving throws - he may not be able to accomplish much compared to what spells can do, but he's unlikely to die.
That few campaigns go to high level is fairly obvious: the game just doesn't work well at those levels, so campaigns wrap or groups break up.
The 1e Druid is very odd (but was oh-so-much fun). His first three levels are very high-exp, but each level also gained a new spell level, which is unprecedented before or since, afaik. Then it zips through the middle levels, and come to a crashing halt at name level, capping at 14. There is, indeed, little sense to it.