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<blockquote data-quote="harmyn" data-source="post: 2845289" data-attributes="member: 13511"><p>It depends on how you plan to do experience and how many sessions the game will last. If you hand out XP each time the PCs retreat back to the Keep so they can take a break from the fun bits in the Caves of Chaos the characters will advance on up the chain and several will be 4th level plus by the end of the adventure. So elves will be just fine. They are nice, and they are superior at 1st level to a magic-user, BUT by the time the Elf reaches 2nd level the Magic-User is knocking on his third level.</p><p></p><p>As for why play a fighter (or a halfling or dwarf) instead of an elf? </p><p></p><p>Fighters (and halflings) both only need 4000xp to reach 3rd level while the elf needs the same amount just to reach 2nd (dwarves would only be 400xp shy of 3rd level). Elves will always be at least 1 level behind everyone else. Think of it like multi-classing in 1st/2nd edition D&D.</p><p></p><p>The variable experience charts for each class was the primary balancing factor in the older editions. May sound strange, but it did work to help allow for greater flexibility in character class design and concept (at least in my very humble opinion).</p><p></p><p>Now if no one is getting any experience until the adventure is completely over and there are no adventures to follow, well then it might make sense to get rid of the Elf class, but it will also be hard to complete the module because some of those baddies assume you have gotten a little tougher (bugbears, minotaurs, potent clerics, and such).</p><p></p><p>Hope these thoughts give you something to consider.</p></blockquote><p></p>
[QUOTE="harmyn, post: 2845289, member: 13511"] It depends on how you plan to do experience and how many sessions the game will last. If you hand out XP each time the PCs retreat back to the Keep so they can take a break from the fun bits in the Caves of Chaos the characters will advance on up the chain and several will be 4th level plus by the end of the adventure. So elves will be just fine. They are nice, and they are superior at 1st level to a magic-user, BUT by the time the Elf reaches 2nd level the Magic-User is knocking on his third level. As for why play a fighter (or a halfling or dwarf) instead of an elf? Fighters (and halflings) both only need 4000xp to reach 3rd level while the elf needs the same amount just to reach 2nd (dwarves would only be 400xp shy of 3rd level). Elves will always be at least 1 level behind everyone else. Think of it like multi-classing in 1st/2nd edition D&D. The variable experience charts for each class was the primary balancing factor in the older editions. May sound strange, but it did work to help allow for greater flexibility in character class design and concept (at least in my very humble opinion). Now if no one is getting any experience until the adventure is completely over and there are no adventures to follow, well then it might make sense to get rid of the Elf class, but it will also be hard to complete the module because some of those baddies assume you have gotten a little tougher (bugbears, minotaurs, potent clerics, and such). Hope these thoughts give you something to consider. [/QUOTE]
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