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Legends & Lore: Roleplaying in D&D Next
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<blockquote data-quote="howandwhy99" data-source="post: 6161139" data-attributes="member: 3192"><p>If you have the AD&D manuals on hand to quote, I think you likely have 3lbbs too. The game awarded classes with different XP totals. Your elven PC could be a 3rd level fighting-man for one session or adventure and then switch to another multiclass he already declared. For instance, 1st level magic-user. XP rewards were talked about all over the place in many different publications. We saw rewards for: gaining gold, overcoming others in combat, and by the Eighties rewards for attendance and acting in character, but not much else. These are suggestions for what XP is rewarded for, but always different classes required different amounts of XP to advance a class level. Each also excelled in very different means of engaging with the world at large. Balancing those challenges in the world to class level meant classes were expected to improve only after players demonstrated proficiency in them. You could take on challenges for other classes, but gaining XP for any and every class (like some later 80s games did) contradicted D&D's focus on role playing. As there already is a good deal of built in overlap for the classes such would confuse what XP was for after a complex event. So, one obvious interpretation of the XP charts was that they are based on the built in class challenges for each class. What each of those specifically were depended upon the design the DM used.</p><p></p><p>I'll grant you there are many interpretations of why OD&D and AD&D were designed the way they were, but Gygax was a much better game designer than he was a layout specialist. Regardless, I strongly suggest no one confused their designs with narrative resolution games.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6161139, member: 3192"] If you have the AD&D manuals on hand to quote, I think you likely have 3lbbs too. The game awarded classes with different XP totals. Your elven PC could be a 3rd level fighting-man for one session or adventure and then switch to another multiclass he already declared. For instance, 1st level magic-user. XP rewards were talked about all over the place in many different publications. We saw rewards for: gaining gold, overcoming others in combat, and by the Eighties rewards for attendance and acting in character, but not much else. These are suggestions for what XP is rewarded for, but always different classes required different amounts of XP to advance a class level. Each also excelled in very different means of engaging with the world at large. Balancing those challenges in the world to class level meant classes were expected to improve only after players demonstrated proficiency in them. You could take on challenges for other classes, but gaining XP for any and every class (like some later 80s games did) contradicted D&D's focus on role playing. As there already is a good deal of built in overlap for the classes such would confuse what XP was for after a complex event. So, one obvious interpretation of the XP charts was that they are based on the built in class challenges for each class. What each of those specifically were depended upon the design the DM used. I'll grant you there are many interpretations of why OD&D and AD&D were designed the way they were, but Gygax was a much better game designer than he was a layout specialist. Regardless, I strongly suggest no one confused their designs with narrative resolution games. [/QUOTE]
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