Reinventing the Experience Wheel

Post/Author/DateTimePost
#1

blueflames

Apr 01, 2008 14:08:26
WORK IN PROGRESS

It hit me a while back that there is a balancing device, presently not being utilized by D&D, that could level the playing field for the various classes. In previous editions of D&D, each major class had its own experience table. An eighteenth-level fighter was still no match for an eighteenth-level mage, but a fighter with 1,200,000 experience points wouldn't have quite as difficult a time fighting a mage with 1,200,000 experience points. (Okay, it probably still wouldn't end well for the fighter, but that leads into criticisms beyond the scope of this thread. The point is, there was less of a gap in their power levels.)

What I'm working on at the moment is shoehorning the concept of different classes advancing at different rates into the 3.5 rules. As the header suggests, this is still a work-in-progress. In fact, right now, I'm still hammering out the concept, and setting aside the finer points until later.

Here's what I have so far....

Rewards and Levels
Party<br /> EL XP Reward Level Low LowMid std. MidHi High<br /> 1 800 1 0 0 0 0 0<br /> 2 1600 2 2000 2500 2700 3000 3600<br /> 3 2400 3 6000 7000 8000 9000 11000<br /> 4 3200 4 12000 14000 16000 18000 22000<br /> 5 4000 5 20000 24000 27000 30000 36000<br /> 6 4800 6 30000 36000 40000 45000 54000<br /> 7 5600 7 42000 50000 56000 63000 76000<br /> 8 6400 8 56000 67000 75000 84000 101000<br /> 9 7200 9 72000 86000 96000 108000 130000<br /> 10 8000 10 90000 108000 120000 135000 162000<br /> 11 8800 11 110000 132000 147000 165000 198000<br /> 12 9600 12 132000 158000 176000 198000 238000<br /> 13 10400 13 156000 187000 208000 234000 281000<br /> 14 11200 14 182000 218000 243000 273000 328000<br /> 15 12000 15 210000 252000 280000 315000 378000<br /> 16 12800 16 240000 288000 320000 360000 432000<br /> 17 13600 17 272000 326000 363000 408000 490000<br /> 18 14400 18 306000 367000 408000 459000 551000<br /> 19 15200 19 342000 410000 456000 513000 616000<br /> 20 16000 20 380000 456000 507000 570000 684000<br /> 21 420000 504000 560000 630000 756000<br /> <br /> Column Classes<br /> Low Fighter, Ranger<br /> LowMid Bard, Monk, Ninja, Paladin, Soulborn<br /> Standard Barbarian, Dragon Shaman, Incarnate, Knight, Rogue, Scout, Spellthief<br /> MidHigh Sorcerer, Totemist, Warlock, Warmage<br /> High Artificer, Beguiler, Cleric, Druid, Wizard, Wu Jen
#2

mplindustries

Apr 01, 2008 14:41:38
I think one major question I have is:

"Why change the standard XP per level?"

As it is, it costs your current level x 1,000 to get to the next level. Its a very simple and elegant system. In truth, for ease of bookeeping, in my games, I just have people "Spend" their XP to get to the next level, so for example, once you collect 1,000XP, you spend it to get to 2nd, so you have 0 again. Then when you get 2,000XP, you can spend it to get 3rd level, and so forth.

Anyway, the point is this, rather than rebalancing CR, why not just alter the amount per level people need and then give the entire party the average party's level in reward. So if you ended up in a party with a level 10 fighter, a level 10 rogue, a level 8 wizard, and a level 8 cleric, the whole party would get XP as if they were 9th level. The only issue to consider would be what to do with no-show players, but admittedly, thats not addressed by your current system either. I'd suggest just giving them XP anyway, since its not really any fun to have XP taken by someone too low a level to contribute anyway.

So about the prices for levels. You just need to determine how far apart you want the classes to get. Oh, and I don't think its a good idea to give anyone levels faster than normal. If you want to do that, just give out more XP per encounter. I'd say the fastest level classes should still be Level x 1,000 as standard, then the next tier can be Level x 1,250, Level x 1,500, Level x 1,750, and Level x 2,000. The x2,000 is probably much too harsh though. I'd stick with the lower ones.

This also kind of solves the multiclassing issue, as you'd need XP based on your current class to get the next one.