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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="Lanefan" data-source="post: 8255451" data-attributes="member: 29398"><p>However at 1st level a MU isn't that much worse of a warrior than a Fighter, at least when it comes to offense, so they can at least try to bring the pain a bit as long as someone's there to take care of any incoming blows. Yes they can pretty much only use staff or dagger, but that don't mean a thing: in a session I DMed two weeks back a combat saw a 1st-level Illusionist absolutely roll up the line using just his staff! Fight of his life, that was.</p><p></p><p>Several things here.</p><p></p><p>First, there's a bit of a built-in assumption (IMO anyway) that Thieves and Clerics won't get involved in as many xp-earning situations as will Fighters and MUs. My own experience tells me different, particularly for Clerics, but there it is.</p><p></p><p>Second, if the MU is so pathetic at 1st level then a 100% gain in ability at 2nd doesn't mean much, as it's 100% of a very small number. For example, if we say on an open-ended scale that a 1st-level Fighter's ability is a 6, Cleric's a 5, Thief's a 4, and a MU's is 3, then at 2nd level they've gone to 9, 10*, 6**, and 6 respectively.</p><p></p><p>So the Fighter's still better than the MU, but instead of being twice as good she's now only 1.5x as good. At 3rd level using the same ratios the numbers become 14***, 15, 6, and 12. The Thief's really lagging now and never does catch up, the others are much closer to parity than they were. However - and here's where the staggered bump points come in useful - the Thief is probably going to get its next bump way sooner, meaning it won't be as far behind.</p><p></p><p>* - using a 100% increase for the Cleric; it could be 80% which would make it a 9.</p><p>** - can't translate 35% in such small whole integers so I was generous and gave the Thief 50% for this level.</p><p>*** - rounded 13.5 up to 14.</p><p></p><p>So, taking that into account, if the Fighter needs 2000 xp to go from 6 to 9 (a gain of 3) then the MU should also need 2000 to go from 3 to 6; the Thief would need 1333 to go from 4 to 6, and the Cleric needs 3333 to go from 5 to 10. (or 2667 to go from 5 to 9).</p><p></p><p>Given the treasure amounts in most 1e modules, a Fighter who hasn't got plate after (or even during!) her very first adventure hasn't got the sense gawd gave a goose.</p><p></p><p>A long time of doing this stuff tells me that certain classes rock at certain levels, and I'm pretty much fine with that. I would like to find a way of overall beefing up the Thief somehow; that's on the agenda for the next rules go-through before I start my next campaign...if and when I ever do; the current one's still got lots of life in it yet. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8255451, member: 29398"] However at 1st level a MU isn't that much worse of a warrior than a Fighter, at least when it comes to offense, so they can at least try to bring the pain a bit as long as someone's there to take care of any incoming blows. Yes they can pretty much only use staff or dagger, but that don't mean a thing: in a session I DMed two weeks back a combat saw a 1st-level Illusionist absolutely roll up the line using just his staff! Fight of his life, that was. Several things here. First, there's a bit of a built-in assumption (IMO anyway) that Thieves and Clerics won't get involved in as many xp-earning situations as will Fighters and MUs. My own experience tells me different, particularly for Clerics, but there it is. Second, if the MU is so pathetic at 1st level then a 100% gain in ability at 2nd doesn't mean much, as it's 100% of a very small number. For example, if we say on an open-ended scale that a 1st-level Fighter's ability is a 6, Cleric's a 5, Thief's a 4, and a MU's is 3, then at 2nd level they've gone to 9, 10*, 6**, and 6 respectively. So the Fighter's still better than the MU, but instead of being twice as good she's now only 1.5x as good. At 3rd level using the same ratios the numbers become 14***, 15, 6, and 12. The Thief's really lagging now and never does catch up, the others are much closer to parity than they were. However - and here's where the staggered bump points come in useful - the Thief is probably going to get its next bump way sooner, meaning it won't be as far behind. * - using a 100% increase for the Cleric; it could be 80% which would make it a 9. ** - can't translate 35% in such small whole integers so I was generous and gave the Thief 50% for this level. *** - rounded 13.5 up to 14. So, taking that into account, if the Fighter needs 2000 xp to go from 6 to 9 (a gain of 3) then the MU should also need 2000 to go from 3 to 6; the Thief would need 1333 to go from 4 to 6, and the Cleric needs 3333 to go from 5 to 10. (or 2667 to go from 5 to 9). Given the treasure amounts in most 1e modules, a Fighter who hasn't got plate after (or even during!) her very first adventure hasn't got the sense gawd gave a goose. A long time of doing this stuff tells me that certain classes rock at certain levels, and I'm pretty much fine with that. I would like to find a way of overall beefing up the Thief somehow; that's on the agenda for the next rules go-through before I start my next campaign...if and when I ever do; the current one's still got lots of life in it yet. :) [/QUOTE]
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