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AD&D1 training rules
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<blockquote data-quote="Bullgrit" data-source="post: 4872953" data-attributes="member: 31216"><p>I think I didn't ask clearly in the OP.</p><p></p><p>Am I right in thinking that the different xp needed for leveling between classes -- 1,250 for thieves, 2,500 for magic-users -- was a balancing mechanism?</p><p></p><p>Why have different xp needed for leveling between the classes -- 1,250 for thieves, 2,500 for magic-users -- and then have training rules that regularly set up situations where the lower xp character (thieves, for example) couldn't level up sooner than the higher xp character (m-us, for example)? Is there some logical reason I'm just not understanding?</p><p></p><p>Why equate xp with gp, then require so much xp (and therefore gp) to level up, and then make a rule to drain all that gp to level up?</p><p></p><p>Why set up a system that requires thousands to hundreds of thousands of points to level up, and tie treasure to that number such that adventurers must acquire thousands to hundreds of thousands of gold pieces to level up, such that then there has to be a system to drain away all that gold? And even if the drainage system is necessary, why design it in such a way that the drain doesn't match (at least close) the gold accumulation?</p><p></p><p>It seems that the back end of the system (the training cost) throws the front end of the system (xp needed for level up) completely out of whack. The low xp needed classes don't get any real benefit from their balance feature.</p><p></p><p>If a thief can't level up faster than the magic-user (or a barbarian), why have the drastically different xp needed?</p><p></p><p>Is this a case of making a system without thinking through how it actually will affect other systems? Since Gygax didn't use this system in his own games, did he just put it out of mind and assume that everyone else would ignore it too?</p><p></p><p>Was this convoluted system daisy chain a mistake? Or is there some logical reason for it?</p><p></p><p>Bullgrit</p></blockquote><p></p>
[QUOTE="Bullgrit, post: 4872953, member: 31216"] I think I didn't ask clearly in the OP. Am I right in thinking that the different xp needed for leveling between classes -- 1,250 for thieves, 2,500 for magic-users -- was a balancing mechanism? Why have different xp needed for leveling between the classes -- 1,250 for thieves, 2,500 for magic-users -- and then have training rules that regularly set up situations where the lower xp character (thieves, for example) couldn't level up sooner than the higher xp character (m-us, for example)? Is there some logical reason I'm just not understanding? Why equate xp with gp, then require so much xp (and therefore gp) to level up, and then make a rule to drain all that gp to level up? Why set up a system that requires thousands to hundreds of thousands of points to level up, and tie treasure to that number such that adventurers must acquire thousands to hundreds of thousands of gold pieces to level up, such that then there has to be a system to drain away all that gold? And even if the drainage system is necessary, why design it in such a way that the drain doesn't match (at least close) the gold accumulation? It seems that the back end of the system (the training cost) throws the front end of the system (xp needed for level up) completely out of whack. The low xp needed classes don't get any real benefit from their balance feature. If a thief can't level up faster than the magic-user (or a barbarian), why have the drastically different xp needed? Is this a case of making a system without thinking through how it actually will affect other systems? Since Gygax didn't use this system in his own games, did he just put it out of mind and assume that everyone else would ignore it too? Was this convoluted system daisy chain a mistake? Or is there some logical reason for it? Bullgrit [/QUOTE]
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