Forked thread: Treasure & Advancement Rates

Dungeon Mapping

Here's an example of a deeper analysis.

I'm not going to waste much more time dealing with someone who can't provide specific, concrete objections to Bullgrit's data. But I will point out that this link does not demonstrate, as you claim, a distinction between 1E and 3E characters paths in exploring a given dungeon.

I do so because this is a convenient and compact example of the sophistry and intellectual dishonesty which you have filled this thread with.

If you ever manage to make specific and meaningful critiques of Bullgrit's data, let us know. Your repeated assertions that "because different experiences are possible, it's impossible to ever know" and "it's all about the RAW... unless it's about Gygax's game experiences... or maybe it's about tournament play... I dunno, whatever's convenient" just aren't going to cut it.

Thank you, though. This thread has deepened my respect for the work done by Quasqueton and Bullgrit. And it's not only confirmed that there are currently no legitimate critiques of their work, but that their work is actually far more robust in the face of variable circumstance than I had initially thought.
 

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I'm going to give you a careful answer, because I know that you'll read it.

I'll agree with Bullgrit that the presence of the modules is useful when trying to discover some form of norm. It is not the only useful factor; the statements of the game designers are also useful.

In the event of extrapolating from a module -- any module, any system, any edition -- a track of "all that is possible", even modified by any arbitrary % of "what is likely to be gained" results in an arbitrary result. It is reasonable to suspect that there are factors not present in such an analysis that must be taken into account to gain worthwhile results from the module. These factors may not be present in all modules; where they are present, they may not always be the same factors. Only a deeper analysis can determine this.

<snip>

I do believe that a deeper analysis of the G series modules would be more helpful than Bullgrit's shallow analysis. Obviously, a deeper analysis of a wider range of modules would be more helpful still.

So, no, the levelling rates in the G modules, as per Bullgrit's analysis, cannot provide levelling rates in AD&D 1e by their extrapolation alone. They can, however, be useful as part of a larger picture.

<snip>

I am making a specific claim as to the relationship between the treasure hauls in various modules. Specifically, I am claiming that the analysis B/Q does on ToH, esp. in light of the deeper context supplied by other thread, paints a "truer" picture of the expectations of the designer. It also, I believe, highlights the problem with the shallower analysis of other modules B/Q has done.

<snip>

I was there, and involved in playing 1e. I know what leveling was like at my table. I played 1e in several US States, with over 100 individual players and DMs. I know what leveling was like at those tables. By extension, since those players were involved with other games, I know what they said about those other games as well.

My experience is that, at least within that dataset, approximately 1/3 of all treasure in a module was missed within the areas explored and that, most frequently, some portion of a module was not explored. Even recently, running KotB using 3e Search rules, we had the same rough ratio. The group explored less than 1/6th of the caverns, and left 1/3 of the treasure unfound in the areas they did explore.

<snip>

If there is no way to determine the norm or intention of the adventures, any % you choose, from the maximum, to 75%, to 2% -- it doesn't matter -- perforce will "massage the data".

The rational conclusion I draw is that a deeper analysis may well demonstrate Bullgrit's conclusion to be correct. Bullgrit's analysis does not.
Fair enough.

I agree that any multiplier is to some extent arbitrary. I think that some multipliers are probably more tenable than others. 2% would be extreme, because a module like ToH which locates all the treasure in a single hard-to-access point is fairly atypical.

The shape of the XP charts in AD&D is roughly geometric for at least some of the classes up until name level - fighters are the closest, I think, and from memory MUs and druids have the largest departure from the geometric patter at their mid-levels (4th to 9th or so).

I think this geometric doubling XP makes the question of the multiplier less significant - a 50% figure will cost many classes only one level, for example (and its potentially heavier effect on those classes whose mid-levels are more linear will tend to bring down the greater level increases that B/Q's data attributes to them).

Your KotB experience, on the other hand, suggests a weighting of a bit less than 1/6 by 2/3 = around about 10%. And even on a geometric XP chart with doubling, 10% of B/Q's numbers will cost about 3 levels (1/8 = 12.5%). On this handy complilation of the analysis, B/Q gives the level gain from KotB for a Basic D&D party as about +2 levels (a bit more for a thief, unsurprisingly). On your KotB experience, this would suggest that a party could easily move on from that module without having gained a level!

(Although a group of skilled players might use treasure finding, rumours etc to increase their XP count per unit of module dealt with.)

My own feeling is that KotB is probably more likely to produce a 10% experience than the G-modules. As Melan indicates here, for example, G2 has a much more linear map than does B2.

At posts 339 and 341 of the original thread you mention a 1 to 1.3 ratio of AD&D to 3E levelling, and comment

this is at some variance with Q's work, I note, which demonstrates in the AD&D modules that the 1e character rate of advancement was slightly higher than that of the 3e rate of advancement.....IOW, opposite of what the linked statements show was expected.​

Looking over the B/Q compilation I linked to earlier, they seem fairly consistent with a 1 to 1.3 ratio. B/Q has the ratio after level 1 of ToEE at 4/5 (only the low-XP cleric and thief get ahead of this in AD&D), after level 2 its 6/7 (only the high XP AD&D paladin is below this), after level 3 its 7/8 (again, the AD&D thief pulls ahead) and only after level 4 does some sort of parity set in, as the 3E party hits 9th while the AD&D party gets split by their varied XP charts (MUs and Illusionist benefit from the stretching of their charts to create a higher name level). So until we hit those upper-mid-levels, the AD&D party is about 1 level behind.

G1, by the B/Q numbers, takes an AD&D party to level 8 to 11 (with only the low-XP Illusionist and Thief passing 9th) while the 3E party is at 11th. G2 gives AD&D ranges of 9 to 11, while the 3E party reach 13 - there's the 1 to 1.3 ratio almost exactly. G3 adds one level to most AD&D PCs while adding two to 3E PCs. D1 adds a level only to some AD&D PCs without helping the 3E ones, and at that point B/Q's comparison stops.

So the overall 1 to 1.3 ratio, with some wonkiness particularly in the middle levels where some AD&D classes with higher-than-9th name levels get the benefits of linear advancement, seems prety right to me. Even a 50% multiplier on the modules that B/Q is discussing isn't going to change that very much - it would make it .9 to 1.3, or a bit more than 1 to 1.45. Given the radically different experiences any two groups might have in their own play through a particular module, I'm not too fussy about +/- 10% on the ratio.

(B/Q's KotB study also suggests a ratio less than 1 to 1.3: +2 levels for the typical Basic D&D PC (less for an elf, more for a thief) while the 3E PCs gain 4 levels. This is 2 for 1. Although obviously a single module is hard to generalise from.)

In the original thread, at post #62, you also said (if I've read properly) that:

Oh, yeah, IME, we never used the gp = xp rule, and PCs stopped to train when they were done with what they were doing. So, they'd clear the moathouse, tally XP, and then train. As the above QFT quote shows, YMMV, and probably does.​

This seems potentially relevant to your own experiences with levelling rates in AD&D. When I played AD&D I always used the gp=xp rule, plus the magic item=xp rule, and as best as I recall my experiences the B/Q numbers seem pretty reasonable - only moderately slower level gain until name level, and then a major decline in advancement rates.

EDITED TO ADD:

Bullgrit also misses that, in the other published modules, it is not expected that the PCs can recover all of the treasure. (It is actually stated in module B1 that the PCs will not get all the treasure in a good dungeon.) In ToH, though, the majority of the treasure is found in one area; if the PCs succeed, they should get it all.

The difference is not an illustration of how stingy the ToH is; it is an illustration of how off-base Bullgrit/Quasqueton's assumptions were about treasure recovery in other modules
B/Q's analysis has G1 to G3 providing an AD&D party with 380,420 XP, 948,640 XP and 1,618,746 XP respectively. ToH, on the other hand, provides 152,895 XP, or about one-sixth of the G-module average. On the reasoning I've quoted, this suggests someting like a 15% multiplier being expected in play of the G modules. I personally find this very hard to believe - it would mean that the typical name level AD&D PC would not gain any levels over the course of the G series, gaining only 80,000 or so XP (a one-sixth share of one sixth of the total XP available). I can't imagine it being very common for a group to play through the G series in any serious fashion with the PCs gaining less than half the XP that a thief needs to gain a level.

(If you include the 100,000 XP for defeating the demilich than the implied multiplier becomes about 25%, suggesting that a single PC should gain 125,000 XP or so from the G modules - still not enough for even a thief to gain a level, although it might help a 9th level Illusionist or a 10th level MU.)

I think it more likely that ToH is in this respect, as in many others, an outlier.
 
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I'm not going to waste much more time dealing with someone who can't provide specific, concrete objections to Bullgrit's data.


:hmm:

When someone says, "X does not prove Y", it is incumbent, perhaps, upon that person to show areas where X is deficient of proof. It is not incumbent upon that person to prove that Y is false. It is not incumbent upon that person to prove a different value of Y.

Because I point out that Bullgrit's analysis is too shallow to be of use, it does not follow that I must produce a deeper one. If you do not believe the earth is flat, it is only incumbent upon you to explain why. You do not need to circumnavigate the globe. Or, are you still holding that the world is flat until you have the chance to examine a more comprehensive analysis of the globe?

It seems to me as though you are attempting be deliberately provoking with your posts in this thead, which consist AFAICT of ad hominem attacks on the basis of skimming the material. Be that as it may, if you base your conclusions on skimming the material, you are obviously no stranger to the merits of shallow analysis.




RC
 
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[MENTION=42582]pemerton[/MENTION]:

Thanks for the clear answer and interesting post. As you note, I made attempts to be clear on the original thread where my experience might be skewed by the house rules my group used. The conclusions I draw, however, are not based only on my experience. Having run games in many locations, I have had discussions with literally hundreds of gamers during the 1e era about their experiences, and how my campaign design differed from what they expected.

Something I was thinking about in the case of G1: We have the post where T Foster suggests that Q's numbers, after his first attempt at taking missing XP into account, were still a bit off. B/Q suggests that he is not going to "massage" the numbers to meet T Foster's experiences. I would suggest that, on the contrary, finding out where those numbers must be to meet individual experiences may be as revealatory as the numbers themselves. Especially if we can then examine the module, and see the places where a group is likely to miss (or lose) XP.

Things that a deeper analysis should include are:

* The area that the module encompases. You can then determine how long a "search everything" approach to the module would take. You can examine that in light of other factors that mitigate against searching everything, such as wandering monsters, time limits (i.e., the poison gas in Tamoachin [sp?]), laired creatures with little or no treasure that could otherwise be avoided, etc.

* Map structure, as discussed, to determine something related to the odds of each path being taken.

* Any level-draining creatures or effects present in the module. How likely they are to be encountered. How likely they are to be effective if encountered.

* An examination of actual treasure placement that takes into account (1) if treasure is hidden or not, (2) how hidden, (3) the cost to remove, if any, (4) whether the treasure is bulky or portable, and (5) whether the treasure will still be there if the PCs withdraw and return.

* Assuming average damage per round, various potential routes could also be examined, to determine whether it is likely or not that the PCs will have to withdraw.

It should be obvious that the play experience of something like Barrow King is going to be a lot more similar than, say Keep on the Borderlands, as BK has far more design elements that funnel play into a specific experience.

(And, for the record, I have seen parties leave the Caves of Chaos without gaining a level in BD&D, 1e D&D, and 3e D&D. Not because there are not potentially levels there, but because they had other interests to follow up on, and other things to do. I have also, on many occasions, had PCs withdraw, only to discover that the humanoids they had nearly bested had fled in the night with their treasures. This is ver much in accordance with the advice in the 1e DMG.)



RC
 

This is a fairly useless link (Editions of Dungeons & Dragons - Wikipedia, the free encyclopedia), but it does include

Level advancement for all characters is greatly eased, allowing players to reasonably expect to reach high level in about one year of weekly play.​

I know that this was discussed in the lead-up to 3e, but I haven't located the article yet. If memory serves, the WotC customer survey found that levelling as fast as that suggested by B/Q was not the norm, and this change was made specifically to address that issue. I hope to obtain a direct quote in the not-too-distant future.....but sometimes that sort of rich treasure is too well hidden to find! :p
 
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I know that this was discussed in the lead-up to 3e, but I haven't located the article yet. If memory serves, the WotC customer survey found that levelling as fast as that suggested by B/Q was not the norm, and this change was made specifically to address that issue. I hope to obtain a direct quote in the not-too-distant future.....but sometimes that sort of rich treasure is too well hidden to find! :p

Ah, but WotC was surveying an environment dominated by 2E, which downplayed treasure as a source of XP. Thus, the B/Q figures would be about 15-20 years out of date in regard to most of the data WotC was taking into consideration.
 

Ah, but WotC was surveying an environment dominated by 2E, which downplayed treasure as a source of XP. Thus, the B/Q figures would be about 15-20 years out of date in regard to most of the data WotC was taking into consideration.

IIRC, XP for treasure was at best an optional rule in 2E. I DM'd 2E from the day it launched until a few months after 3.0 came out, and I don't think I'd even heard of giving XP for treasure until I started hanging out here.
 

IIRC, XP for treasure was at best an optional rule in 2E. I DM'd 2E from the day it launched until a few months after 3.0 came out, and I don't think I'd even heard of giving XP for treasure until I started hanging out here.

It's an optional rule, but it is in the 2E DMG, at least the original version. However, since it's a blue-shaded paragraph in the standard text, instead of a distinct sidebar or subsection, it's easy to miss. (The same goes for the 'fighters get extra attacks against opponents of less than 1 full HD' in the Combat rules.)
 

Ah, but WotC was surveying an environment dominated by 2E

Was it?

How many people had changed to new editions in the past would certainly have been of interest to WotC, and I seem to remember questions related to this. There might even have been a breakdown made available at some point. I would dearly love to get a look at that data, if so.

I tend to agree that 2e dominated the landscape. Although BECMI and 1e were definitely still being played, my experience would agree with this.

In terms of expected speeds to gain levels, though, I don't believe that 2e was actually slower than 1e. With the extra XP awards listed in the DMG, it was, if anything, faster than 1e.

AFAICT, 1e took steps to slow down advancement rates, whereas all other versions of the game, to some incremental degree, took steps to do the opposite. YMMV, though, and I would be curious to hear if anyone has anecdotes about how the 1e -> 2e transition slowed down their rate of level acquisition! Certainly, Gary's editorials about how the free lunch was at an end, leading up to the release of 1e, would seem to support that intent.


RC
 
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In terms of expected speeds to gain levels, though, I don't believe that 2e was actually slower than 1e. With the extra XP awards listed in the DMG, it was, if anything, faster than 1e.

RC

Yes, but as mentioned above, XP for treasure was downplayed to the point that many people never even realized it was an option until exposure to 1E or the rise of the OSR. I imagine that groups that transitioned from 1E to 2E were more likely to keep it, but those of us who started with 2E never really realized it was an option, or understood it in offbeat ways. My first group didn't give it for gold piece treasure, for example, but was giving it out for magical treasure because of the "XP values" listed in the DMG, at least at first.

Personally, I prefer the SAGA Rules System (Dragonlance version) or True20 methods of level advancement. ;)

EDIT: I just pulled up my PDF of the 2nd Edition preview book, and it devotes a page to describing how "the things characters do to earn [experience points] is going through a change."
According to this summary:
--"All characters receive some experience points for overcoming their enemies and obstacles."
--"Warriors earn additional experience points for defeating creatures."
--"Wizards can earn experience points for using their spells for specific purposes. . . . Wizards also earn experience for researching new spells and creating magical items."
--"Priests can earn experience for spreading their beliefs and using their powers in service of their deity."
--"Rogues, who tend to have a larcenous streak, earn experience for using their special abilities and finding (or, heaven forbid, earning!) gold."
--"Players can also earn experience points for their characters by playing the game well. When a player does a good job creating and pretending to be his character, the DM may give the player experience points for good roleplaying; if the player is really involved and takes a major part in the game, the DM can give the player's character extra experience points; if the player uses his noodle to come up with a really good idea, the DM can give the character experience points for being smart."
--"Finally, a character can earn experience for successfully completing an adventure or achieving some goal the DM has set."
 
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