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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="Helldritch" data-source="post: 8256020" data-attributes="member: 6855114"><p>Nice theory crafting. Guess we ran things differently. It all depends on party size. Mine were usually around 6 players with a few henchmen. Having two clerics was not that uncommon and would open up the possibility of taking a bless spell or two. A full party of adventurers could be anywhere from 6 to12 people. Most henchmen were falling behind as the group rose to higher and higher levels but as the players were stronger, new strategies would open up and henchmen would go down in usage and would go down to one or two for a high level party. </p><p></p><p>As for party composition, I do not doubt your analysis, but to each his own and sometimes you have to make do with what you got. Not all party are build with optimisation in mind, and the rolls might not go your way. </p><p></p><p>As for thieves being terrible scouts at low level. Yep. Most thieves were elven. But human thieves and halflings thieves were also a thing and from level 6 an on, they were very good, or at least good enough to make them worthwhile as they rose in level faster than any other classes. Your MU/T quickly fell behind in thieving capacity as you neared level 9. At that point, you mu/t would simply use improved invisibility and haste to backstab any opponent to kingdomcome. </p><p></p><p>As for the training rule</p><p>We used them. The only mod was that we allowed exp to go up to half the next level. So if you rose to level 2, you could accumulate half the experience for level 3. It was usually enough for everyone.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8256020, member: 6855114"] Nice theory crafting. Guess we ran things differently. It all depends on party size. Mine were usually around 6 players with a few henchmen. Having two clerics was not that uncommon and would open up the possibility of taking a bless spell or two. A full party of adventurers could be anywhere from 6 to12 people. Most henchmen were falling behind as the group rose to higher and higher levels but as the players were stronger, new strategies would open up and henchmen would go down in usage and would go down to one or two for a high level party. As for party composition, I do not doubt your analysis, but to each his own and sometimes you have to make do with what you got. Not all party are build with optimisation in mind, and the rolls might not go your way. As for thieves being terrible scouts at low level. Yep. Most thieves were elven. But human thieves and halflings thieves were also a thing and from level 6 an on, they were very good, or at least good enough to make them worthwhile as they rose in level faster than any other classes. Your MU/T quickly fell behind in thieving capacity as you neared level 9. At that point, you mu/t would simply use improved invisibility and haste to backstab any opponent to kingdomcome. As for the training rule We used them. The only mod was that we allowed exp to go up to half the next level. So if you rose to level 2, you could accumulate half the experience for level 3. It was usually enough for everyone. [/QUOTE]
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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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