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AD&D1 training rules
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<blockquote data-quote="Bullgrit" data-source="post: 4872092" data-attributes="member: 31216"><p>To me, it looks like the AD&D1 training rules (for level advancement), the xp award rules, and the xp needed rules (for level advancement) were all mutually contradictory – they could not function together as written.</p><p></p><p>1- Each class required different xp totals for level advancement: thief needed 1,250 for 2nd level, cleric needed 1,500 for next level, fighter needed 2,000 for 2nd level, magic-user needed 2,500 for 2nd level, etc. [I’m rounding down the 1 xp to make nice easy numbers to work with – that is: 1,251 = 1,250; 2,001 = 2,000.]</p><p></p><p>2- XP came partially from defeating monsters (~30%) and mostly from treasure acquisition (~70%). <a href="http://www.enworld.org/forum/general-rpg-discussion/167628-treasure-leveling-comparisons-ad-d1-b-ed-d-d-d3-updated-11-17-08-q1-7.html#post3552709" target="_blank">http://www.enworld.org/forum/general-rpg-discussion/167628-treasure-leveling-comparisons-ad-d1-b-ed-d-d-d3-updated-11-17-08-q1-7.html#post3552709</a></p><p></p><p>3- Training required an average of 3,000 gp per level to advance. (1,500 per level per week, average play quality = 2 weeks)</p><p></p><p></p><p>The party goes on an adventure. They earn 8,000 xp in total (2,400 from monsters, 5,800 from treasure). That comes to 2,000 xp (and 1,450gp) for each of the four party members.</p><p></p><p>By the RAW, the thief stops at 1,250 xp (750 is lost), the cleric stops at 1,500 xp (500 is lost), the fighter gets the full 2,000 xp, and the m-u gets the full 2,000 xp.</p><p></p><p>The thief, cleric, and fighter want to stop adventuring for two weeks to train and level up. Unfortunately, they don’t have enough money to level up yet. So, they just go on another adventure.</p><p></p><p>On this second adventure, they earn another 8,000 xp in total (2,400 from monsters, 5,800 from treasure). That comes to 2,000 xp (and 1,450gp) for each of the four party members.</p><p></p><p>The thief is still stuck at 1,250 xp (all gained this time lost), the cleric is still stuck at 1,500 xp (all gained this time is lost), the fighter is stuck at 2,000 xp (all gained this time is lost), and the m-u gets just 500 xp (1,500 is lost).</p><p></p><p>So now they all have 2,900 gp each -- still not enough for an average player to level up. But let's say they somehow each get an extra 100gp, so they have 3,000 gp each. They can take their couple weeks and pay the trainer, and all PCs are now 2nd level.</p><p></p><p>But if they all level up at the same time, why have different xp amounts needed for level up? What is the purpose of the thief only needing 1,250 xp for level up if it does him no good whatsoever. It was my understanding that the different xp needed was a balancing feature of the rules. But the training rules negates this feature.</p><p></p><p>This effect didn’t only happen from certain xp awards or treasure finds, it happened at any xp/gp amounts.</p><p></p><p>So, why did the rules have one rule for balance and then another rule that essentially negated the balance rule? Why make rules that worked at cross purposes?</p><p></p><p>Bullgrit</p></blockquote><p></p>
[QUOTE="Bullgrit, post: 4872092, member: 31216"] To me, it looks like the AD&D1 training rules (for level advancement), the xp award rules, and the xp needed rules (for level advancement) were all mutually contradictory – they could not function together as written. 1- Each class required different xp totals for level advancement: thief needed 1,250 for 2nd level, cleric needed 1,500 for next level, fighter needed 2,000 for 2nd level, magic-user needed 2,500 for 2nd level, etc. [I’m rounding down the 1 xp to make nice easy numbers to work with – that is: 1,251 = 1,250; 2,001 = 2,000.] 2- XP came partially from defeating monsters (~30%) and mostly from treasure acquisition (~70%). [url]http://www.enworld.org/forum/general-rpg-discussion/167628-treasure-leveling-comparisons-ad-d1-b-ed-d-d-d3-updated-11-17-08-q1-7.html#post3552709[/url] 3- Training required an average of 3,000 gp per level to advance. (1,500 per level per week, average play quality = 2 weeks) The party goes on an adventure. They earn 8,000 xp in total (2,400 from monsters, 5,800 from treasure). That comes to 2,000 xp (and 1,450gp) for each of the four party members. By the RAW, the thief stops at 1,250 xp (750 is lost), the cleric stops at 1,500 xp (500 is lost), the fighter gets the full 2,000 xp, and the m-u gets the full 2,000 xp. The thief, cleric, and fighter want to stop adventuring for two weeks to train and level up. Unfortunately, they don’t have enough money to level up yet. So, they just go on another adventure. On this second adventure, they earn another 8,000 xp in total (2,400 from monsters, 5,800 from treasure). That comes to 2,000 xp (and 1,450gp) for each of the four party members. The thief is still stuck at 1,250 xp (all gained this time lost), the cleric is still stuck at 1,500 xp (all gained this time is lost), the fighter is stuck at 2,000 xp (all gained this time is lost), and the m-u gets just 500 xp (1,500 is lost). So now they all have 2,900 gp each -- still not enough for an average player to level up. But let's say they somehow each get an extra 100gp, so they have 3,000 gp each. They can take their couple weeks and pay the trainer, and all PCs are now 2nd level. But if they all level up at the same time, why have different xp amounts needed for level up? What is the purpose of the thief only needing 1,250 xp for level up if it does him no good whatsoever. It was my understanding that the different xp needed was a balancing feature of the rules. But the training rules negates this feature. This effect didn’t only happen from certain xp awards or treasure finds, it happened at any xp/gp amounts. So, why did the rules have one rule for balance and then another rule that essentially negated the balance rule? Why make rules that worked at cross purposes? Bullgrit [/QUOTE]
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