Using XP Charts to Assist Balancing Classes

You may also run into problems because the monsters stats/CR are set up to relative to the expected power of the party. So if you had standard party (F, R, C, W) you'll have levels split between the party members. If you us the APL to determine opponent CR monster may not do enough damage to really threaten the fighter or rogue, but one hit from them may take out the wizard or cleric.
 

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You may also run into problems because the monsters stats/CR are set up to relative to the expected power of the party. So if you had standard party (F, R, C, W) you'll have levels split between the party members. If you us the APL to determine opponent CR monster may not do enough damage to really threaten the fighter or rogue, but one hit from them may take out the wizard or cleric.

This.

In the before time, there was no "Challenge Rating". The closest you got was to use the HD of the monsters compared to the Level of the PCs. With the system as it sits with 3rd Edition and beyond, there is an assumption that a party is close in levels so that the CR will work properly (and no, we aren't going down the road if CRs are accurate).

So, if you have differing XP charts across the board, you either have characters seperated by several levels, which makes the challenges much more difficult to gauge (and can result in the constant death of the weaker members); or, your characters will be seperated by just a level or so - in which case, why have you put in all the work to have differing XP charts?
 

In the before time, there was no "Challenge Rating". The closest you got was to use the HD of the monsters compared to the Level of the PCs.
You had more information than that. E.g. in BECMI D&D I think every monster had a star rating, ranging from 1 to 5 (or something). Also, the boxes themselves were aimed at different level ranges.

In AD&D 1e you had 'monster classes' ranging from 1 to 10 that also determined how many xop a monster granted. HD was only a small part of the complete equation. Things like #attacks, special abilities, max damage and AC rating were all part of the formula.
 

The idea won't work since the core of the game is build on one XP progression. It only worked in the other game because the game was made to support it. Another issue is that the ability of the players matters much more than the class itself. If you put a munchkin in game with a fighter or a wizard he can still wreck your game if he has good system mastery. If the player has no intention to wreck your game then it won't happen. Now of course play styles can be incompatible, but no amount of class nerfing can fix that.
 

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