|
Post by James Maliszewski on Dec 12, 2007 10:30:18 GMT -6
Since there's not a standard XP progression (i.e. always doubling at each new level) and OD&D doesn't include one, what is the commonly accepted answer to the question of, say, how much XP does it take a cleric to reach 11th level? Volume 1 includes hit dice and spell progressions above those listed but no XP values.
What have people done to resolve this, if anything?
|
|
|
Post by makofan on Dec 12, 2007 10:58:58 GMT -6
I dunno - I'll worry about it if I ever get there!
|
|
|
Post by James Maliszewski on Dec 12, 2007 11:16:23 GMT -6
I dunno - I'll worry about it if I ever get there! Heh. I ask mostly because I'm trying to produce an OGC version of OD&D and am converting some text to tables for ease of use, as well as combining tables. What I keep noticing is that some things, like spell and fighting abilities, are statted out over more levels than are things like XP. It's very frustrating and not in that good, "Gee, I never really thought about that" kind of way.
|
|
|
Post by dwayanu on Dec 12, 2007 11:43:14 GMT -6
I use +120K/level past 8th for fighters and +100K/level past 9th for magic-users or past 8th for clerics. IIRC, Foster does likewise.
On a related topic, I (and the Ready Ref Sheets) cap magic-users' attack chances at level 16 (4th column), clerics' at level 17 (5th column).
In practice these days, I cap advancement at 600KXP: F12 / C13 / MU14.
|
|
|
Post by foster1941 on Dec 12, 2007 11:48:45 GMT -6
It's a testament to the simplicity of the OD&D ruleset that we're already repeating topics. See this previous topic
|
|
|
Post by foster1941 on Dec 12, 2007 11:50:13 GMT -6
I use +120K/level past 8th for fighters and +100K/level past 9th for magic-users or past 8th for clerics. IIRC, Foster does likewise. Yup Me too Neat idea; I'll have to think about that...
|
|
|
Post by dwayanu on Dec 12, 2007 12:23:21 GMT -6
Regarding my XP cap: The monsters detailed in Vol. 2 top out at 12+2 HD (with 20 or so suggested for a T. Rex). A 12th-level Lord gets 11+1, a Fire Giant 11+3. With spell levels limited to the original 5 for clerics and 6 for MUs, maximum casting allowances are 55544 and 555443 respectively. Only clerics attain their best saving throws. At maximum level, fighters' and clerics' base chances to hit are between those of 8- and 9-HD monsters, MUs' on a par with the 4-6 HD range.
|
|
|
Post by James Maliszewski on Dec 12, 2007 12:30:17 GMT -6
It's a testament to the simplicity of the OD&D ruleset that we're already repeating topics. See this previous topic Aha! Before my entry in Shangri-La, so I hope I can be excused for asking the question again.
|
|