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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="TheSword" data-source="post: 8256849" data-attributes="member: 6879661"><p>I’m saying that giving different XP tables to balance progression requires giving a numerical value for a given set of abilities. A 5th level wizard is with 10,000 XP. A 5th level cleric is worth 7,500 XP. If you are capable of calculating these precisely enough to do this, give a cleric 2,500 XP worth of abilities and keep them balanced. [For what it’s worth I don’t think you can be that precise so the idea of using XP to balance development is flawed from day one.]</p><p></p><p>For this purpose it’s interchangeable. D&D is a team game. The team achieves things, and even when they do something by themselves how much of that would have been possible without the rest of the team supporting them. When a player gives another player advice, or reminds them of a fact. Or just gives up their own game time so that player can have their moment in the sun, they are supporting. Rewarding individualism is not what I want to encourage in the game.</p><p></p><p>D&D isn’t granular enough to have players levelling up at different rates. Players on different levels is one of those fundamentally unfair imbalances. If Player A dies because they took a hit from a monster, that was a hit player B didn’t need to take. Punishing player A by having them restart a level, or several levels lower sucks.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8256849, member: 6879661"] I’m saying that giving different XP tables to balance progression requires giving a numerical value for a given set of abilities. A 5th level wizard is with 10,000 XP. A 5th level cleric is worth 7,500 XP. If you are capable of calculating these precisely enough to do this, give a cleric 2,500 XP worth of abilities and keep them balanced. [For what it’s worth I don’t think you can be that precise so the idea of using XP to balance development is flawed from day one.] For this purpose it’s interchangeable. D&D is a team game. The team achieves things, and even when they do something by themselves how much of that would have been possible without the rest of the team supporting them. When a player gives another player advice, or reminds them of a fact. Or just gives up their own game time so that player can have their moment in the sun, they are supporting. Rewarding individualism is not what I want to encourage in the game. D&D isn’t granular enough to have players levelling up at different rates. Players on different levels is one of those fundamentally unfair imbalances. If Player A dies because they took a hit from a monster, that was a hit player B didn’t need to take. Punishing player A by having them restart a level, or several levels lower sucks. [/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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