Different XP progressions as a means of class balance?

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.

That's pretty ugly, but at the same time, I'm not hugely against it. I guess if I am going to tell people who want to start at a higher power level to start > 1st lvl, I should be open to fighters starting >1st lvl if I want them to start at a relatively higher power level.
 

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How long ago did you guys play?
We had to carve our own dice out of the bones of the dinosaurs we slew. And we had to roll them uphill, in the snow, both ways.

I started playing in 1977 using the Holmes rules and we incorporated the AD&D books as they were published.

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.
All through 1E we never actually played "by the book" with the surprise and initiative rules because at the time we found them pointlessly fidgety if not simply indecipherable. I made a good-faith effort once or twice but gave up quickly. The first "AD&D" intiative system I would up learning I actually have no idea where it came from. It may have been a house-ruled invention or may have come from a bit more obscure source like White Dwarf if it had drifted across someone's transom.

We grabbed various rules we liked from other sources when we happened to find them. For example we used a few class abilities from Arduin Grimoire now and then and of course derived our first critical hit charts from there (later modified by Iron Crown critical charts and articles from Dragon). But one of the first things we chafed against was class/level limits. We sort of accepted that dwarves and halflings weren't supposed to be wizards but were agog that there weren't supposed to be ANY PC clerics for dwarves, elves, halflings, and half-elves and -orcs were outrageously limited. No halfling or elven druids. Even elven magic-users hit limits at 11th. So we expanded, bent, broke and finally just flat out ignored and laughed at the charts. I came to accept that those limits had merit as a matter of campaign setting design but we definitely took issue with the games defaults.

We even had one player who sacrificed a couple of wishes to have his approximately 10th or so level fighter become the first and only dwarven dual-class character starting over as 1st level wizard and ultimately being fighter/wizard dual class. We knew where we wanted to take the game whether Gary or or anyone else thought we ought to be going there and not surprisingly the game ultimately DID go there. (I thought it swung too far but that's another conversation).

The first truly unbalanced rules (so it seemed to us) that we came across would be from Unearthed Arcana - weapon specialization rules. What we termed the "nuclear-tipped arrows" were particularly derided because it made archers so radically more effective than they had been up till then. We still USED them because we were a fairly power-gaming group and how do you say no to that kind of damage and multiple attacks? But we knew right off that it was cheese. Nowadays I'd say that the effort to expand the capabilities of fighters was certainly needed but that the monsters should in turn also have been bumped.

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.
At that point in time I was actually stepping into the DM's seat and contrarily wanted a stronger set of rules to start with rather than have to house rule so much that had been deemed inadequate (and not just by us but by plenty of others as I read letters to the Forum in Dragon.) I liked most of the changes that 2nd Edition made (initiative was pretty much how we had come to be running it anyway) but actually came to feel quite soon after that it had inexcusably failed to make DEEP ENOUGH changes in the name of maintaining backward compatibility.

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.
We were certainly all about the combat but we ran games with quite slow advancement (as it happens another area where I convinced others that their house ruled methods were broken and we should be using something closer to the book) so, yeah, it DID make a significant difference for us that certain race/class combinations were outrageously nerfed in the name of "balancing" them with other race/class combinations that would otherwise be greatly higher level AND unbalancing our campaigns in ways that the "limited" characters never would or could.

Even attempting to play as by-the-book as possible only proved to us that some design decisions were just poorly made (or made without a large enough set of player-feedback data to adequately justify them).

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.
No, if you look back at the letters to Dragon (at one time the only decent medium of ongoing communication between groups around the country) there were topics that were ALWAYS drawing criticism. Level limits was most definitely one. It did not take until 3E for that to become a hot button.

As such, I find that many who hate these things tend to come from the newer generations rather then the older generations.
I also see the newer generations trying to classify it as stupidity. I agree that it would be a design error but one simply deriving from ignorance which is quite different.

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.
Indeed, and this is where, as I mentioned before, the pendulum swung much too far. It was a valid criticism that there were unjustifiable limitations, but it was a bad decision to remove ALL limitations just to appease players. Limitations were still warranted, but needed to be far less Draconian (an appropriate word methinks), to be given firmer justification and explanation, and for that #()*&%#$ about it being needed/wanted for "balance" to be nuked from orbit to be sure.

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.
And ironically when Gygax was no longer IN CONTROL of the comapny much less the game itself.

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.
I believe both are true. It did not work for the way we played the game AND it did not even work as it was intended. Part of my frustration (and others) at the time was not that the system was far from perfect - we could all live with that quite easily, and DID. It came from REPEATED denials that there WERE inadequacies or errors; refusal by TSR (note: not even Gygax anymore but the increasingly resented, amorphous "they") to admit that the game could be improved in any number of ways for any number of reasons.

However, levelling accusations that the game wasn't balanced at all, or it was flawed...is actually pretty darn offensive.
But it wasn't! Certainly not in the way they wanted to insist that those sorts of mechanics achieved. Not that we need to harp that much on level limits but for them to have ANY meaningful effect upon game balance each campaign would pretty much have to be played well beyond the point when limits were reached or else the limits would never actually come into effect and thus NOT have an effect. So, any group that consistently played low-level games knocked any level-limit "balance" into a cocked hat. The simple fact that SO MANY groups and individuals railed against level limits (and still do) is all the anecdotal proof needed to show that whatever it was they were trying to achieve at the time it was not a good move even then. (Mind you I'm also not 100% convinced that it was less an intentional effort of design than a mere reflection of, "This is how _I_, the author, happen to be codify these limitations. Naturally, I expect that you'll still make your own decisions about this stuff.")

I would say that your flaws are not flaws...but your dislike and likes rather than any real balance issues.
I hope in turn that you're aware that NONE of this is in any way a personal insult to Gygax. It's not even a particularly effective attack upon his skills as a game designer. It is simply an insistence that the man was capable of ERROR in game design. There are simply things about the editions of D&D over which he had design control that were not done as well as even HE would have liked - initiative and psionics being particularly notable examples where he did not even personally use what he published.

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.
I may not have said so here, but I REPEATEDLY and loudly champion Gary's words in the 1E DMG Preface where he says as much: The game is not perfect, cahnge it and play it the way you want to.

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.
Mid '70's onward. But DESPITE all its flaws I still personally feel that 1E (with a bit of 2E thrown in) is still a better framework to build another edition of D&D upon than any other.

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.
It can and does mean both seeing inherent flaws as well as differences of outlook and goals. I don't DENIGRATE Gary for the failures of 1E any more than I do Cook, Tweet, and Williams for 3E or Heinsoo, Collins and Wyatt for 4E. But Gygax made mistakes/design errors just as those others have. It's not disrespecting any of them to call attention to those choices with a casually "slanderous" phrase like, "Level limits were a stupid idea."
 

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.

Was just looking for my 2e charts...

And I completely agree. Go for it. Though remember the Multiclass rules.

Slainte,

-Loonook.

EDIT: Considering the current climate, the Cleric may have a bit of expectation :D

Examples:

Warrior
2000 4000 8000 16000 32000 64000 125000 250000 500000 750000 1000000 1250000 1500000 1750000 2000000 2250000 2750000 3000000

Wizard
2500 5000 10000 20000 40000 60000 90000 135000 250000 375000 750000 1125000 1500000 1875000 2250000 2625000 3000000 3375000 3750000

Cleric
1500 3000 6000 13000 27500 55000 110000 225000 450000 675000 900000 1125000 1350000 1575000 1800000 2025000 2250000 2475000 2700000

Druid
2000 4000 7500 12500 20000 35000 60000 90000 125000 200000 300000 750000 1500000 3000000 3500000 4000000 5000000 650000 7000000 (Figuring in Hierophant Points)

Rogue
1250 2500 5000 10000 20000 40000 70000 110000 160000 220000 440000 660000 880000 1100000 1320000 1540000 1760000 1980000 2200000
 
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I think one thing that throws people about AD&D and other early D&D games is what balance means in them. They are not balanced by character. This does not mean they are unbalanced no matter how much some may wish to derogate those games or their players.

It is possible to have a 1st level PC who lost everything but 2 coppers. They can be in the same party as a 10th level PC who happens to be emperor. That can happen. Characters are not balanced against each other.

Now even if both those characters were Fighters, then they still would be unbalanced. That's because different classes are not balanced with each other either, but as I posted earlier in this thread they do fall in a standard range (the bottom minimum about 1/2 the top maximum for each level)

What about if 2 PCs were the same Class & Level (e.g. fighter 1)? Yes. Now they are balanced against each other, but only when it comes to class abilities. The characters will have different strengths and weaknesses determined during character generation. For example, how many HPs, the Ability Score rolls, starting money. Some derived abilities like # of languages can be different too. These characters are still not equal. And I haven't even got into how treasure / equipment is potentially gained, used, and lost every session as well. Power from equipment can alter what a character can do vastly. And of course, then there's the value of information...

So how are players balanced? They have the same odds as everyone else during character generation. They can choose whatever class path to progress in of classes available. They may face the same amount of difficulty for that class's long road of challenges as any other player who chooses it. Advancing up the Fighter path for me will be as tough as it is for you within a given campaign. However, if we play in the same DM's game, then my playing can actually benefit your ability to progress as well as yours can mine. Awesomely, this works across class/paths too.

The amount of content measured in difficulty / complexity of each path is different, but it is relatively balanced as I mentioned in the third paragraph. Classes are not designed to compete against each different classes. This is a cooperative game. We can advance alone, together, or even complementary by helping each other achieve each others class-related objectives (not to leave out personal player hopes and dreams either). Game content is even balanced across different classes by overlapping enough of these paths to enable common ground while still allowing for niche protection.

Spotlight time, which I think is the only balance that exists at all for some games, is never enforced. If every player (not DM) wanted to talk at the same time the whole session, the DM is not there to stop them. But as long as the communication they receive is confusing they're going to keep seeking clarification. This is one of the ways the game subtly tilts towards cooperation rather than interpersonal conflict. The players can get into arguments with each other, that's not being mediated here (and I do not mean characters), but the resulting game will be a mess of individuals fighting to be heard until folks can sort themselves out. That can happen in any game, true, but most have rules that knowingly or not divide people into turn taking instead of promoting teamwork. The structure is required for play rather than determined by the player through play.
 

I think one thing that throws people about AD&D and other early D&D games is what balance means in them. They are not balanced by character. This does not mean they are unbalanced no matter how much some may wish to derogate those games or their players.

This is basic equivocation. You know what they mean by unbalanced, and by that definition, early D&D games are unbalanced. The fact you don't find their definition useful or agree with its importance in the game doesn't make their statements false or the speakers confused.
 

A lot of people dont like this, but I have been playing 2e lately and feel it does help with class balance. The trade off is it makes multiclassing harder (but 2e doesn't have 3e-style multiclassing so it hasn't been a huge deal).
 

Greetings

I started with the White Box in 1977. From late 1978 I played and then DM'd a game that was a mix of AD&D 1e and C&S. I'm not sure how much was originally codified but I typed out my version and ran it for years. Having done that I'm not wedded to any particular mechanic. We did keep different XP progression though.

Regards

Edward
 

disadvantage: math could become more complicated. There could be disappointment between players.

advantage:
the system assumes characters of different levels playing side by side. So the focus on too much balance might be reduced.

i think, the disadvantages are weighting more heavily, but there could be bonus xp for doing the main job of your class. This was actually the most exciting part of ADnD xp charts.
I remember making dashes for casting spells, fighting monsters and using my bard or thieving skills. And for finding gold!

All those things that were much more heavily rewarded than just killing monsters. That rewarded players for engaging with the world.

Conclusion: same xp charts. Different xp Clas levels may vary between PCs
 

This is basic equivocation. You know what they mean by unbalanced, and by that definition, early D&D games are unbalanced. The fact you don't find their definition useful or agree with its importance in the game doesn't make their statements false or the speakers confused.
Fair enough. My point is their claim that D&D is unbalanced is like saying Chess is unbalanced because the pieces can be rated differently. It was never a design intent (just look at personal level advancement) and doing so would ruin the game IMO.

I take what they mean as balanced as enforced equality and the rejection of balance based upon player performance.
 

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