Different XP progressions as a means of class balance?

Of course, this also ignores one of the realities of the 1st Ed system: at the low levels the Wizard was considerably less powerful than the Fighter, while also being hit with a punitive XP progression. But the moment the Wizard starts acquiring any real power (at about 5th level), the progression shifts about so that suddenly it is the Wizard who is gaining levels faster. Far from being balanced, the different XP progressions actually exaggerated the imbalanced that were already found in the system!

Yes! The different XP progressions are meant to accentuate the different power curves of the Fighter and Wizard, not compensate for them.

Some people like it that way. Crazy but true!
Actually, there's a good point here: For people who want the "wizards weak at low levels, strong at high levels" arc, class-specific XP tables make it possible to put that in the game and still support those of us who want balance at all levels.

If you want balance at all levels, you use the unified XP table which puts everybody at the same level for the same XP. If you want wizards weak at the start and strong at the end, you use a set of class-specific tables where wizards level up slow in the early days and then accelerate later.

Whether it's worth including this system, of course, would depend on how many people want it.

The problem with this as a "quadratic wizards" emulation module is that wizards need to be worse at lvl 1.

The effect in question is accomplished by a combination of level imbalance and difference in levelling speed.
That's fine if the class is actually riskier than other ones. As time has gone on D&D has persistently given the "Wizard" more and more spells designed to make life safer for them. And several ways to escape from combat more easily than other classes. And more spells, so they don't have to decide whether their one spell should be for offence or defence. At some point, that increased risk for greater reward later went the way of the dodo.

True. I really urge anybody interested in this whole idea to play some AD&D or Basic D&D while we're all waiting for Next.
 

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The problem with this as a "quadratic wizards" emulation module is that wizards need to be worse at lvl 1.

True. So maybe the "quadratic wizard" XP chart looks like:

Level 1: 0 XP
Level 2: 2,000 XP
Level 3: 4,000 XP
...
Level 10: 100,000 XP
Level 11: 150,000 XP
Level 12: 200,000 XP

And the "linear fighter" XP chart looks like:

Level 3: 0 XP
Level 4: 2,000 XP
Level 5: 4,000 XP
...
Level 10: 200,000 XP
Level 11: 300,000 XP
Level 12: 400,000 XP

Fighters would start at a higher level than wizards, then fall behind later.
 

I have no real feelings one way or the other on this but I thought it might be an interesting topic to discuss (not sure if there's a message board law that you can only start topics you're passionate about).

AD&D used different XP progression tables as part of the means of balancing classes. A Fighter needed to get 2000xp to reach 2nd level; a wizard (magic-user) needed 2500xp. If both had 5000xp, then the Fighter would be 3rd level while the wizard was 2nd.

Is this still a viable means to help "balance" the classes?

For me it seems to work for OD&D and AD&D, but it always feels like an after-work patch, like: you've designed each class level progression, you compare them and they are unbalanced, so you put different price tags. Why don't you instead balance what each class gets at each level? I will always think that 3e had the right idea with one XP chart, it is much more elegant this way.

They could even make it simpler, and abolish the XP chart... just pick a fixed number like 1000 XP per level. You don't even need a geometric progression (although it has a certain vibe).
 
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Here's your class...here's your XP progression.

Yeeeah...it's on a chart/table. Look it up...right there, on the page that describes your class.

This is really too much "trouble" or "confusion" for people to handle?

Someone explain that for me please.

Half of people out there found subtraction...or even easier simply looking up "to Hit" tables too complicated.

There were less of those than XP tables. If they freak out about 5 To hit tables...just imagine what they'd do with 11+ different XP tables!!!!

I don't think we need anymore of them going to the insane asylum!!!

:)

Still reading the rest of the thread. Before reading the rest of it however, I think Differeing XP tables are fine for some games. I think it worked great with AD&D.

3e can viably be seen as a DIFFERENT game with a DIFFERENT design philosophy. Things that worked well in games previously were not designed into 3e and games beyond that in the same way. For that style of game I think differing XP tables could work...but due to some differences in spellcasting and otherwise, that would be the least change to make a difference into balance unless you had drastically different XP levelling (as in, it takes 2000 for a Fighter to go up to 2nd level, it takes a Wizard 3,500...or with a higher amount of XP...say 1,500,000 XP where a fighter would be 14th level a Wizard would be 8th....maybe 9th level...and then at a 2/1 swap out. To further extrapolate...hence when a Fighter is 25th level...a Wizard would be somewhere between 12th and 14th level).

That type of levelling could take out the fun for many of the players. It would double the Fighter's saves in some ways, as well as HP and other arenas...but for Wizards it could be down right unfun for lower levels.

More apt would be to work on how many spells a wizard can cast, how powerful the spells are, and how spellcasting work in order to fill in balancing.

IN MY OPINION, of course.

Now if they shoot directly for an older school game with those types of checks and balances, I think differing XP tables could work fine, but for post D20 games, I think there are other ways for them to find balance in the type of systems they now work with.

Which they'll go with however will be more up to feedback and what they feel works best. I'm certain they'll make informed and excellent decisions in that regard.

PS: Alternately, they could say...screw this entire balance thing...sure...we have some balance...but people don't RPG's due to balance...they play it due to flavor. So what if Wizard's are immensely powerful at high level...do you really want Valdemort killed by his cousin with a knife at whim? So what if Fighters start of strong and end up weaker towards the end of the XP line...that's how it works. You choose when you want to have your power...and when it is more effective by choosing what career your character will pursue.

OR...

They could choose a middle ground, somewhat like they have in 3/4e where there is some imbalance but at the same time there's a semblance of balance as well. You keep the flavor and the choices with some imbalances on the way, but at the same time you have it so everyone can shine at certain points.
 
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And this I would use as proof of the fact that at the time it was simply NOT understood how badly this functioned as a matter of RPG design. I don't BLAME GG as such for the error because he really didn't know better. Now we do. The concept itself of independent xp charts is not inherently flawed, but that execution, that explanation for why it should work that way, IS flawed.

I disagree STRONGLY with your statement.

If anything, Gygax understood game balance FAR MORE than just about any of the RPG designers now in relation to CERTAIN types of games.

This was because he was a Wargamer and a Wargame designer...who designed games to balance out what history had...and yet had to make it so that gamers could still have a balance of who could win.

It was a difference in design philosophy. To a wargamer, the design decisions of the older D&D systems actually make a LOT of sense. This is especially true in light of how wargame rules operated in the late 60s and 70s.

The way wargames are balanced and work today are different in many ways. The games have evolved and changed.

This same idea of evolution and change can also be applied to RPGs. RPGs however have evolved and changed in a different fashion in regards to balance than wargames. Still...generational gaps can be seen between them.

This does not mean that games from decades ago are unbalanced, but it MAY mean that those from a new generation might not understand how or why they were balanced as they are gazing from the present view into the past view.

There are different ways of doing things and different ways of handling things. It doesn't necessarily mean one is better then the other.

However many times one way is preferred over another, especially as times change, people change, new generations come into hobbies, and hence ideas, theories, and the way people play evolve.

The game has evolved into something different and many playing now have a different mindset then the old wargamers (actually most were quite young...at least back then...now they are old...err...older) back then. That doesn't mean badly functioning or error, it's simply different ways of doing things, and different ways of looking at things.
 

The way wargames are balanced and work today are different in many ways. The games have evolved and changed.

This same idea of evolution and change can also be applied to RPGs. RPGs however have evolved and changed in a different fashion in regards to balance than wargames. Still...generational gaps can be seen between them.
Well, maybe I was just ahead of my time then because I'm pretty sure that I thought there were a lot of... questionable design decisions when I was playing the game 30 years ago. Surprise & initiative. Racial level limits class and multiclass limitations. Ability score requirements. Etc. I may not have understood clearly WHY I didn't like them, because yes I just did not have enough experience yet with how/why things were as they were, but I knew I wasn't alone in my perceptions even then.
 

Well, maybe I was just ahead of my time then because I'm pretty sure that I thought there were a lot of... questionable design decisions when I was playing the game 30 years ago. Surprise & initiative. Racial level limits class and multiclass limitations. Ability score requirements. Etc. I may not have understood clearly WHY I didn't like them, because yes I just did not have enough experience yet with how/why things were as they were, but I knew I wasn't alone in my perceptions even then.


Say it, brother!

I found myself houseruling all sorts of standard rules in AD&D, because they didn't jive with the games me and my players wanted to play:

* xp for gold
* xp for drinking potions and reading scrolls
* racial level limits
* multiclass and dual-class rules
* aging as "payment" for certain spells
* swallowing a live goldfish to cast identify
 

I have no real feelings one way or the other on this but I thought it might be an interesting topic to discuss (not sure if there's a message board law that you can only start topics you're passionate about).

AD&D used different XP progression tables as part of the means of balancing classes. A Fighter needed to get 2000xp to reach 2nd level; a wizard (magic-user) needed 2500xp. If both had 5000xp, then the Fighter would be 3rd level while the wizard was 2nd.

Is this still a viable means to help "balance" the classes?

In what way was a second level wizard so much more powerful than a second level fighter that he needed to earn an extra 500 XP to get there?

In what way was a second level cleric so much weaker that he got there 500 XP early?
 

Well, maybe I was just ahead of my time then because I'm pretty sure that I thought there were a lot of... questionable design decisions when I was playing the game 30 years ago. Surprise & initiative. Racial level limits class and multiclass limitations. Ability score requirements. Etc. I may not have understood clearly WHY I didn't like them, because yes I just did not have enough experience yet with how/why things were as they were, but I knew I wasn't alone in my perceptions even then.

How long ago did you guys play?

I actually DON'T recall that happening much at first. It was a SMALL group overall at first, and most ideas for new rules either went into someone's own RPG they created and printed themselves, or were put out for general consumption.

LATER on, when more of the fantasy RPG people who had no connection to wargames or anything dealing with balance came into the scene, they created all sorts of unbalanced rules for RPGing. Most of those RPG's died before D&D ever came into it's later days.

New design ideas came into evolution, and you see that evolution in 3.X, but prior to that you had all sorts of other ideas going from very complex in nature (Rolemaster) to very light in nature.

Of course then again, if it was 30 years ago that would be around 1982, at which point it was the middle of the fad and everyone was playing the game in their own way. AT that point there were too many to know everyone anyways or how everyone played.

I know many people didn't play with racial level limits but normally that had NOTHING to do with their ideas of balance or anything else, normally it dealt more with what they felt was fair or what they just personally desired (they wanted to have a level 30 elf Fighter/Thief/Magic-User) and so it came about.

Balance problems wargamers may have had originally dealt more with the fantastical rather than anything dealing with limited Hits that one could take or deal out. More wargamers had gripes about it not being a wargame or history, then level limits.

Level limits and other such ideas of "Balance" really haven't gotten as much attention than they started too later on, especially when 3.X hit the market.

As such, I find that many who hate these things tend to come from the newer generations rather then the older generations. Newer generations tend to try to find reasons to say it's a balance thing when in truth the REAL causation behind the elimination or extension of level limits had nothing to do with "balance" and more to do with...I WANT...I WANT...I WANT.

There's NOTHING wrong with that, if you want to play a 45th level Elf, then that's the system you would want to play with...balance or not.

Gygax knew wargames and knew balancing about them. He would of course be MUCH more polite about such statements against him, or attacks against his character and abilites...

But then, back then most didn't aggressively attack Gygax with such accusations and such blatent personal affronts...those didn't really come around until the 80s gamers.

Even then, most of the time they just left and created their own "additions" or even their own RPGs to suceed or fail.

You might not understand the balance of the system, or how the system of balance even worked...but then that wouldn't be because the system itself didn't work as it was intended or wasn't balanced as intended...it would rather imply that the way you utilized or played the game made it so that it was unbalanced for your style.

There's NOTHING wrong with simply saying...one didn't like level limits because they felt it limited the way that they wanted to play. There's NOTHING wrong with saying that one didn't like level limits because they didn't play it as such and let things occur that unbalanced the game as they played it in an unintended fashion. There's nothing wrong with saying that perceptions of balance have changed since then and the way you like your games balanced are different than how they balanced the game back then.

However, levelling accusations that the game wasn't balanced at all, or it was flawed...is actually pretty darn offensive.

Gygax was perhaps polite to the extreme to those who went about like that, but I think he'd probably just laugh and continue onwards polite as ever to the next comment.

Which is what I should do...but I will add I didn't meet someone like you back when I played originally...and didn't see that type of thought even really exist back then (in regards to...Balance). When I did see those who did away with LL it was NEVER about balance, and always about Fairness...or how they played or what they wanted.

Two sides of the shoe I suppose.

Gygax was one of the FINEST Wargame designers I have ever had the pleasure of meeting. For his time he KNEW what created and what didn't make balance...better then just about any hobby wargamer and DEFINATELY better then small individual RPG groups.

I would say that your flaws are not flaws...but your dislike and likes rather than any real balance issues.

Gygax more than anyone knew that knowing the rules and being able to then twist and change them to be USED by you was the important thing in an RPG...and in that if you did away with LL that was perfectly fine. That didn't mean a flaw in the game...that meant being able to play what you wanted.

As I stated before, there were different design philosophies behind 3.X and D20 and games that have come after and the early days of D&D. One was by wargamers (who I may say are almost consumed by the idea of balance in as far as numbers go...FAR more than just about anything I've ever seen come from Roleplayers who aren't wargamers) and the other was more by Roleplayers (who also can be consumed by balance, but then it's more of a roleplaying and taste thing rather than a numbers thing).

That said...4e actually had quite a bit of the wargame type ideas of balance tossed in there...so I suppose Roleplayers will design with a numbers idea of balance....but then I think many prefer the flavor and taste to simply numbers as seen from how many choose to stay with 3.X or go to pathfinder.

But I have to once again strongly disagree with you on the entire balance and flaws thing and also wonder how our experience in seeing the gamers and who was playing were so different...unless you're talking about the 80s as opposed to the mid to late 70s.

Edit: Just to be clear...I love playing D20 games and Pathfinder as well as 4e and earlier editions of D&D. This was posting to re-iterate that there were different design philosophies behind the different editions. Applying the philosophy of a D20/3e game to an earlier game such as AD&D or OD&D really doesn't work and sometimes such ideas will clash. That doesn't mean flaws or problems as much as differences of outlook and goals of the system. That should be recognized and understood before one starts blindly calling something names...and especially before trying to dish out on a very respectable person's rendition of the game.
 
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In what way was a second level wizard so much more powerful than a second level fighter that he needed to earn an extra 500 XP to get there?

In what way was a second level cleric so much weaker that he got there 500 XP early?

You feel very tired...very, very tired. Sleep...Sleep...let your tiredness overwhelm you and go into a slumber...............

Hmmm, what else can I one shot the entire party with...oh crud...I think I just cast my only spell...
 

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