Wednesday, April 22, 2026

Variable Rate of Advancement

Something OD&D did that doesn't fly with most groups today was variable rates of advancement. It did this in two ways: not only did different classes use different advancement tables, but characters earned experience at varying rates depending mostly on their "Prime Requisite".

Don't even get me started on the limits for demihumans.
In modern games, it quickly becomes unbalanced if players aren't all on the same level. Furthermore, balance is held on a pedestal. To be fair, in some cases that lack of balance is a legitimate problem. I've played in a campaign where one player character constantly far outshone the rest and it kind of sucked for everyone else. I think it's very much worth noting though: that party was all of the same level and it still happened.

Despite the title, the table continues with other bonuses not related to advancement.

The Prime Requisite system appears to me to be oft misunderstood. Modern players see this as restricting certain classes to only the players who rolled high enough ability scores. When combined with the way scores were rolled randomly and no choice was given to adjust them, it feels like someone is locked out of playing, for instance, a Fighting-Man if their Strength roll wasn't very high. This couldn't be further from the truth. It's perfectly viable in OD&D to play away from a character's natural aptitudes and simply be one level behind the party most of the time.

Dial it back there Gary, you're not helping my point.
A point is made here that a player does not need to choose the "optimal" choice if it does not suit the character they want to play. This is a tricky thing. People are natural optimizers, so it feels bad to throw away a potential 10% experience bonus permanently. And the 20% penalty? Well that just feels awful in comparison. There's one more thing to take into account here though.

Because of experience gains varying depending on the character's level, a party operating together will cluster toward a similar level. Higher-level characters will slow down in advancement while the lower end of the party shoots upward rapidly to meet them. What mathematically looks like (and more importantly, intuitively feels like) a permanent penalty is, in reality, a stipulation that your character will sit slightly behind their expected level for a short time before catching up with the party. That actually isn't so bad (though it still feels bad).

We can do something interesting with this concept. Let's look at pros and cons of this system and create a new mechanic, trying to squeeze out the pros while mitigating the cons.

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The upside of this system is that is encourages players to work with what they've got. Those of us who enjoy DCC's funnel system will agree that this is the best way to play. You don't choose what position you are born into, and the fun is making something great out of it.

This goes hand in hand with reduced player agency, as it punishes players for choosing to play against those randomly decided characteristics. Major player decisions, such as a character's entire class, can feel forced.

How am I going to mitigate this? Aside from just making the bonuses smaller and more granular, I'm going to make them a player option. Here's how the concept works: The player rolls their random features. Ability scores are an easy example; let's use the traditional 3d6 down the line. The player then decides whether they want to stick with those characteristics. They may swap ability scores around, but for each one that remains unchanged they get an additive +2% bonus to all XP gains.

You can take it a further than this. Other randomly chosen attributes (such as occupation or birth augur in DCC) can be kept random for an additive +2%, with the option to choose one instead for no bonus. Race and class can be determined randomly, for a much more significant +5% bonus each - all players should roll randomly and then decide whether they want to take that race/class with the bonus, or choose any other. Some players will be lucky and get what they wanted and the bonus. That's fine.

If you are doing this in DCC however, you might need to start using more granular numbers for XP - otherwise those 1-4 points per encounter are going to start requiring decimals.

Odd Goblin, a GLoG hack, does this but with one-time flat experience gains. That's where I got the idea - sort of combining that with OD&D's Prime Requisite bonuses. It is my hope that implementing a system like this will provide both the reward for rolling with what you get given, but also allow for full player agency as there are no explicit penalties for playing against your rolls and only minor bonuses for taking the random option.

I realize this is essentially the opposite of my previously posted progression mechanic, but as always I like a lot of game mechanics and different things have their place at different tables.

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