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General Tabletop Discussion
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AD&D/O.S.R.I.C: Creating XP Progression for Homebrewed Classes
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 6925123" data-attributes="member: 32740"><p>Whatever you want. Seriously. It isn't as if the AD&D xp progression charts are masterpieces of design. In many cases they're AWFUL. Case in point: wizards. Huge xp wall to face at low levels when they can't do doodley squat and then much better progression at higher levels when they dominate the game. RIDICULOUS. They should have fast progression at low levels (truthfully they should be as fast or even faster than thieves) and MUCH slower progression at higher levels. THAT is a sensible approach to "balance".</p><p></p><p>What I did was to re-do all those charts from the ground up. They wound up heavily based on combat abilities but some overall subjective assessment certainly entered into it. Factors I included were the choice of weapons, the access to armor, better HD and more of them, better/worse to-hit, better/worse saving throws, powerful special abilities vs. weak and little-used abilities, spell use (not just having spells but the "power" of those spells and the <em>number</em> of spells the PC would be able to cast). I used the fighters as the baseline.</p><p></p><p>But that's a rather significant project. If you want a faster, but still reliable approach just take the xp chart from a class that you think is at least SIMILAR to your new class. If necessary make a few adjustments but you don't need to make it a complicated process if you don't want to.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 6925123, member: 32740"] Whatever you want. Seriously. It isn't as if the AD&D xp progression charts are masterpieces of design. In many cases they're AWFUL. Case in point: wizards. Huge xp wall to face at low levels when they can't do doodley squat and then much better progression at higher levels when they dominate the game. RIDICULOUS. They should have fast progression at low levels (truthfully they should be as fast or even faster than thieves) and MUCH slower progression at higher levels. THAT is a sensible approach to "balance". What I did was to re-do all those charts from the ground up. They wound up heavily based on combat abilities but some overall subjective assessment certainly entered into it. Factors I included were the choice of weapons, the access to armor, better HD and more of them, better/worse to-hit, better/worse saving throws, powerful special abilities vs. weak and little-used abilities, spell use (not just having spells but the "power" of those spells and the [I]number[/I] of spells the PC would be able to cast). I used the fighters as the baseline. But that's a rather significant project. If you want a faster, but still reliable approach just take the xp chart from a class that you think is at least SIMILAR to your new class. If necessary make a few adjustments but you don't need to make it a complicated process if you don't want to. [/QUOTE]
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AD&D/O.S.R.I.C: Creating XP Progression for Homebrewed Classes
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