kaomera
Explorer
First of all: Wow, Quasqueton, quite an undertaking. I am impressed, and this is very thought-provoking...
I can't say that I'm incredibly surprised by the results. IMHO, AD&D "tops out" at a lot lower level than 3.x; specifically "name level" (10 to 14) tended to be the end-game, rather than approaching Epic (16-20).
Having said that (and aside from the real point of this topic, I know) I'd like to say that there are some very significant (IMHO) differences in AD&D / 3.x that don't show up directly in the numbers. First of all, 3.x tends to be more standardized. There are specific expectations built into the game as far as how many encounters are needed to level and PC wealth / magic item levels. A core-rules magic-item creation system is one of the big ones, you just didn't see many non-retired / NPC Magic Users in AD&D making any kind of magic items. Also, between the XP caps on going up more than one level at a time and training requirements (both of which I saw used in maybe 80%+ of the AD&D games I was involved with, IIRC) and the fact that most published modules did not seem to assume that PCs would uncover every last bit of treasure and/or play through every last encounter, I think that there was a lot more room in AD&D for deviations from the norm. (Of course, given that, the norm is still just that...) And in both systems I did (and still do) prefer a larger group, 6 to 8 being optimal, but don't expect every player to show up for every session.
I can't say that I'm incredibly surprised by the results. IMHO, AD&D "tops out" at a lot lower level than 3.x; specifically "name level" (10 to 14) tended to be the end-game, rather than approaching Epic (16-20).
Having said that (and aside from the real point of this topic, I know) I'd like to say that there are some very significant (IMHO) differences in AD&D / 3.x that don't show up directly in the numbers. First of all, 3.x tends to be more standardized. There are specific expectations built into the game as far as how many encounters are needed to level and PC wealth / magic item levels. A core-rules magic-item creation system is one of the big ones, you just didn't see many non-retired / NPC Magic Users in AD&D making any kind of magic items. Also, between the XP caps on going up more than one level at a time and training requirements (both of which I saw used in maybe 80%+ of the AD&D games I was involved with, IIRC) and the fact that most published modules did not seem to assume that PCs would uncover every last bit of treasure and/or play through every last encounter, I think that there was a lot more room in AD&D for deviations from the norm. (Of course, given that, the norm is still just that...) And in both systems I did (and still do) prefer a larger group, 6 to 8 being optimal, but don't expect every player to show up for every session.