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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: 8257379" data-attributes="member: 29398"><p>Precision is the enemy of good enough, here, and trying to balance it down to an exact number is futile. But having one class bump generally faster than another isn't a problem at all, and can be a fine overall balancing mechanism.</p><p></p><p>I do. I'd much rather have players (and thus, characters) able to feel free to think independently rather than feel they're constantly expected to follow some sort of groupthink and-or just do what they're told.</p><p></p><p>From the broad perspective of what the party accomplishes, it's a team game. That said, I see nothing wrong in the slightest with striving to be the best individual within that team.</p><p></p><p>For 3e and 4e, you're right. 0-1-2-5e are all much better at handling level variance within the party.</p><p></p><p>So it sucks for a while. Next month it might just as easily be Player B whose character dies, and we're back to level. Never mind that particularly in 5e revival effects are easily available at as low as 5th level (vis <em>Revivify</em>), so unless you're playing at very low level anyway if Player A doesn't get revived it's usually by choice, not necessity.</p><p></p><p>Also, keep in mind that things like sudden level gain and-or sudden level loss (either of which can happen from, say, a Deck of Many Things draw or a divine blessing/curse) are very much a thing in not just my game but many people's, and that's before even thinking about things like level-draining undead (which I also have).</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8257379, member: 29398"] Precision is the enemy of good enough, here, and trying to balance it down to an exact number is futile. But having one class bump generally faster than another isn't a problem at all, and can be a fine overall balancing mechanism. I do. I'd much rather have players (and thus, characters) able to feel free to think independently rather than feel they're constantly expected to follow some sort of groupthink and-or just do what they're told. From the broad perspective of what the party accomplishes, it's a team game. That said, I see nothing wrong in the slightest with striving to be the best individual within that team. For 3e and 4e, you're right. 0-1-2-5e are all much better at handling level variance within the party. So it sucks for a while. Next month it might just as easily be Player B whose character dies, and we're back to level. Never mind that particularly in 5e revival effects are easily available at as low as 5th level (vis [I]Revivify[/I]), so unless you're playing at very low level anyway if Player A doesn't get revived it's usually by choice, not necessity. Also, keep in mind that things like sudden level gain and-or sudden level loss (either of which can happen from, say, a Deck of Many Things draw or a divine blessing/curse) are very much a thing in not just my game but many people's, and that's before even thinking about things like level-draining undead (which I also have). [/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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