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General Tabletop Discussion
*Pathfinder & Starfinder
Different XP progressions as a means of class balance?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5834777" data-attributes="member: 54877"><p>I think there might be a few uses for such mechanics, but not exactly in the AD&D manner: <a href="http://www.enworld.org/forum/new-horizons-upcoming-edition-d-d/318522-balance-meter-allowing-flavorful-imbalance-balanced-game.html#post5823383" target="_blank">http://www.enworld.org/forum/new-horizons-upcoming-edition-d-d/318522-balance-meter-allowing-flavorful-imbalance-balanced-game.html#post5823383</a></p><p> </p><p> </p><p></p><p>The AD&D charts are built on several assumptions: <ol> <li data-xf-list-type="ol">Characters will be of different levels, inherently, and not just because of differences in the charts. Different rates of play and success also factor in.</li> <li data-xf-list-type="ol">The balancing factor of some classes being more powerful than others at a given level.</li> <li data-xf-list-type="ol">The different rate of advancement at different points in the level hierarchy (e.g. see cleric initial burst followed by slowing down later, relative to fighters).</li> <li data-xf-list-type="ol">Limited or non-existent multiclassing.</li> </ol><p>Change or remove any one of those assumptions, and the AD&D-style charts become suspect.</p><p> </p><p>Personally, the only two that I see of any strong promise baked in to every class, on purpose, are #1 and #3. (Per my link above, #2 might have some after the fact cleanup and/or oddball class extension capabilities.) </p><p> </p><p>Like several others, I prefer that a given level be roughly the same power as other levels, and in such an environment, if I want to play with different power levels, I want to manage the advancement that goes with it. (I would appreciate the system making it easier to handle these characters in play, but that doesn't have anything to do with how they advance.)</p><p> </p><p>As for different rates of advancement for different parts of the chart, I'd think that if you really had a need for this, you couldn't have more than 4 or 5 such charts. Any more detail than that would be too fiddly. Then you'd just tie each class to whichever chart made sense. If clerics got the "fast early, slow later" chart, then fine. Of course, that monkeys with what "level" means, too.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5834777, member: 54877"] I think there might be a few uses for such mechanics, but not exactly in the AD&D manner: [URL]http://www.enworld.org/forum/new-horizons-upcoming-edition-d-d/318522-balance-meter-allowing-flavorful-imbalance-balanced-game.html#post5823383[/URL] The AD&D charts are built on several assumptions:[LIST=1] [*]Characters will be of different levels, inherently, and not just because of differences in the charts. Different rates of play and success also factor in. [*]The balancing factor of some classes being more powerful than others at a given level. [*]The different rate of advancement at different points in the level hierarchy (e.g. see cleric initial burst followed by slowing down later, relative to fighters). [*]Limited or non-existent multiclassing. [/LIST]Change or remove any one of those assumptions, and the AD&D-style charts become suspect. Personally, the only two that I see of any strong promise baked in to every class, on purpose, are #1 and #3. (Per my link above, #2 might have some after the fact cleanup and/or oddball class extension capabilities.) Like several others, I prefer that a given level be roughly the same power as other levels, and in such an environment, if I want to play with different power levels, I want to manage the advancement that goes with it. (I would appreciate the system making it easier to handle these characters in play, but that doesn't have anything to do with how they advance.) As for different rates of advancement for different parts of the chart, I'd think that if you really had a need for this, you couldn't have more than 4 or 5 such charts. Any more detail than that would be too fiddly. Then you'd just tie each class to whichever chart made sense. If clerics got the "fast early, slow later" chart, then fine. Of course, that monkeys with what "level" means, too. [/QUOTE]
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Different XP progressions as a means of class balance?
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