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Experience Points & Leveling: A Brief Primer on XP in the 1e DMG, and Why It Still Matters
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8254837" data-attributes="member: 82106"><p>1e is simply Gary's codification of his rules for running his Greyhawk campaign(s), maybe slightly genericized and cleaned up. It is nothing else except a recipe to reproduce THAT EXACT GAME. This is something people often fail to understand about his games, they are not some broad generic system, they are the house rules of one guy, who was a master GM, but had no interest in systematic rules making. </p><p></p><p>So, yes, it is apparently a game which is intended to be played serially with a large number of players and a GM who manages stables of PCs who wander the world, forming different parties, and then go off to train/build a castle/make a magic item/etc. for a few months at a time while the player plays some other PC. As written it doesn't do other formats super well, though if you ignore about 50% of the rules you can make a game which is not entirely hapless at the sorts of play that were actually common (IE single party linear adventure games).</p><p></p><p>I don't actually understand however, why the training rules came out misadjusted as they did. I would assume that either they worked in Gary's campaign because he gave out HUGE amounts more treasure than was indicated, or because the numbers got tweaked during codification and AD&D really doesn't seem to have ever had much playtesting after it was written up. Everything got tried in Gary's game, but if some numbers got shifted during writing/editing/printing, then stuff was just off. </p><p></p><p>As I said above, IF I was to use the training rules, I would reduce the costs by about 500%. Even that will mean you will have a lot of "no XP will be awarded" adventuring, because your average RP rating is presumably 2.5. If you wanted things to really balance well, either give out a lot of extra treasure beyond the charts, reduce the cost to 150 gp/level, or just hard code all RP ratings to 1.0 and be done with it (and still reduce to 300 gp/level). Either of those three approaches, or a mix of them, will produce a game where the PCs wind up with the treasure needed to train roughly at the same time they reach the XP required for the next level. If you RP well, you will get to keep some treasure, and if you don't, you will end up falling behind, badly (but cheer up, you will be lower level than the rest of the party, so you will never tend to fall TOO far behind).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8254837, member: 82106"] 1e is simply Gary's codification of his rules for running his Greyhawk campaign(s), maybe slightly genericized and cleaned up. It is nothing else except a recipe to reproduce THAT EXACT GAME. This is something people often fail to understand about his games, they are not some broad generic system, they are the house rules of one guy, who was a master GM, but had no interest in systematic rules making. So, yes, it is apparently a game which is intended to be played serially with a large number of players and a GM who manages stables of PCs who wander the world, forming different parties, and then go off to train/build a castle/make a magic item/etc. for a few months at a time while the player plays some other PC. As written it doesn't do other formats super well, though if you ignore about 50% of the rules you can make a game which is not entirely hapless at the sorts of play that were actually common (IE single party linear adventure games). I don't actually understand however, why the training rules came out misadjusted as they did. I would assume that either they worked in Gary's campaign because he gave out HUGE amounts more treasure than was indicated, or because the numbers got tweaked during codification and AD&D really doesn't seem to have ever had much playtesting after it was written up. Everything got tried in Gary's game, but if some numbers got shifted during writing/editing/printing, then stuff was just off. As I said above, IF I was to use the training rules, I would reduce the costs by about 500%. Even that will mean you will have a lot of "no XP will be awarded" adventuring, because your average RP rating is presumably 2.5. If you wanted things to really balance well, either give out a lot of extra treasure beyond the charts, reduce the cost to 150 gp/level, or just hard code all RP ratings to 1.0 and be done with it (and still reduce to 300 gp/level). Either of those three approaches, or a mix of them, will produce a game where the PCs wind up with the treasure needed to train roughly at the same time they reach the XP required for the next level. If you RP well, you will get to keep some treasure, and if you don't, you will end up falling behind, badly (but cheer up, you will be lower level than the rest of the party, so you will never tend to fall TOO far behind). [/QUOTE]
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