I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Showing posts with label XP. Show all posts
Showing posts with label XP. Show all posts

Sunday, July 13, 2025

GP instead of XP?

This is another crazy D&D idea I've heard while researching for the last post: ditch XP entirely, just pay the GP (for training, carousing or whatever) and you level up.

For example, any fighter that has acquired 2.000 gp can simply "buy" a level. There is no need for XP anymore.

The usual limits apply: only one level per "adventure", and maybe there needs to be some risk involved.

Some possible implications that I like:

- First, you eliminate the entire XP subsystem, thus making the game a bit simpler and ditching things  that take some math like monster XP.

- A level 5 party loses a magic-user they probably have enough funds to hire a new level 5 MU, but it will COST them. This doesn't mean they are getting someone off the street and training him to be a magician, but maybe they are paying someone's debt to their tutor, or money to take care of family while they travel, or passage from a distant land, or bribe to their former employer/patron/etc., or even specialized information on where to find someone experienced and brave enough for your expedition.

- This assumes the new MU is a PC and that the amount paid guarantees at least an honest attempt at loyalty, but the new PC is now part of the group and will share treasure equally. Hiring someone for work that is temporary or less risky would be a lot cheaper. Notice that the money is gone, not in the pockets of the new PC!

- Come to think of it, starting an adventure because you need to pay a debt is very pulpy. Or having someone pay to free you from slavery, etc.


- A rich baron may train one or more sons to become level 2 fighters, but after that they probably need some adventuring. Maybe the investment has only an 50% chance of actually working. Some sons will never become warriors/priests/wizards despite the training! It is a risky investment, but it may buy you loyalty!

- Multi-classing? Nope, now you just pay for training in your new class... but you ALSO get a 50% chance of failure. Not all fighters are meant to become wizards! Maybe its better to hire a new wizard...

- Come to think of it, this would be a cool way of getting retainers (not hirelings).

- This also explains why high-level PCs have followers and titles. They spent much gold and probably are owned many favors.

- Adventurers are no longer assumed to own large amounts of gold; instead, they acquire treasure and spend it. High-level adventurers will still be rich but not necessarily as rich as before. 

- If they have a regular non-adventuring job, maybe they get paid 1% of their "worth" per month or 10% per year. Without adventuring (or a good patron), it would takes years for someone to level up. But if you only need a few additional GP to level up, you could just get a job in the city watch for a short time!

- If that is too harsh, just let semi-retired adventurers to gain a level each year if they have no other business to attend to. This must be combined with ageing rules...

-  Could treasure lost allow you to level up? For example, if you have to let a treasure chest sink to save a damsel in distress. The idea sounds a bit absurd but very pulpy.

It seems to me that it would work very well. But at the same time it hurts our simulationist sensibilities; it feels like getting XP for fighting monsters, for example, makes more sense. Maybe we must keep an alternative method of leveling, such as defeating monsters above your level.


In any case, let's finish with a random table!

Where did the money go? 

1. Debts owed to dangerous loan sharks
2. Bribing city officials to erase a criminal record
3. Paying off a bounty quietly to avoid capture
4. Covering apprenticeship fees for magical or martial training
5. Paying a mentor for ongoing instruction
6. Funding room and board during training or travel
7. Purchasing expensive spell components or reagents
8. Repairing or upgrading weapons and armor
9. Securing travel—wagon, ship, teleportation
10. Buying you out of indented servitude
11. Helping a severely ill, homeless or troubled family member
12. Donating to a temple or guild
13. Expensive sacrifice to the character's deity
14. Compensating your former group for a previous commitment
15. Buying a nobility title, citizenship or license to carry weapons and travel freely
16. Settling family debts or obligations back home
17. Covering a party’s group expenses to earn trust
18. Making offerings to spirits, demons, or patrons
19. Hiring informants or spies for local intel
20. Investing in a personal business or long-term goal

Tuesday, July 01, 2025

Super simple XP system, take 2

My "super simple" system ended up sounding a lot more complicated than I intended. 

After trying to create a formula to match monster XP with gold XP, I realized that just using the formula below might be enough for my goals.

- 1 XP = 1 GP.
- 1 HD = 100 XP.
- PERIOD.

That is all. Forget PC level, forget dungeon level, just use the original formula in its simplest form.

But why?

In old school D&D, most of the treasure comes from gold. But, as noticed in Delta's blog, if you exclude/change a few outliers (dragons, medusae, men), the amount of XP you get from gold is not that far from the amount you get from fighting monsters.

I have some reservations about the analysis; it seems to ignore wilderness encounters, for example, which happen quite a lot in my games and AFAICR do not give random treasure. But he certainly went I lot deeper than I'll go here.

I am happy with the idea that monsters should have no more than 100 GP for each HD. If the gold is much bigger or smaller than that, well, just adjust the gold to something more reasonable.

Dragons with their hoards and breath weapons are a fair exception. Maybe medusaes are a fair exception too; they have two ways to kill you immediately!

But why are men outliers in Moldvay? 

Maybe I'd just rule that they just do not have underground lairs. For example, a bandit's treasure is in their camp, with an average of 80 bandits, and maybe a few leaders. That would be easily 8.000 XP at least, and their treasure type (Type A) is worth 18.000 GP on average, so maybe just halve it. A brigand's lair is a lot stronger and might justify the full Type A treasure. Likewise, merchants have type A treasure but their caravans are almost as large as a bandit's lair, and so on.

This is also a great rule of thumb to create your own dungeons - place 100 GP for each monster HD, and more if you have traps etc. Most "official" adventures I've run have too much gold IMO.

This means that PCs rely much less on GP to level up, which also means they'll level up faster and get stronger before they are too rich. 

I'm not sure if this is perfect for you but it suits my preference for grittier, pulpier adventures, where even mighty heroes are not necessarily swimming in gold.

Will that make PCs fight anything that moves to get XP? I doubt it. As you see, simply avoiding the monster will still give the PCs the treasure XP with none of the danger. 

But if there is an incentive problem, just give a few XP for monsters avoided and limit XP gained by unnecessary fights. No XP should be awarded for slaying random peasants!

Finally, the fact we are not dividing XP by current level makes leveling up a bit faster (which is compensated by reducing the treasure). I don't mind. A level 5 fighter that single-handedly defeats a bandit camp deserves to get to level 6, and so on.

I love minimalism. The simplest solutions often end up being the best ones.

Recommended reading:

Sunday, June 29, 2025

Super simple XP system

 "1 XP per GP of treasure acquired. 100 XP per HD for monsters slain."
- Paraphrased/implied from Dungeons & Dragons, Volume 1: Men & Magic (1974). Explanation below.

"The awarding of experience points is often a matter of discussion, for the referee must make subjective judgments. Rather than the (ridiculous) 100 points per level for slain monsters, use the table below, dividing experience equally among all characters in the party involved".
- Supplement I: Greyhawk (1975).

"The judgment factor is inescapable with respect to weighting experience for the points gained from slaying monsters and/or gaining treasure. You must weigh the level of challenge — be it thinking or fighting — versus the level of experience of the player character(s) who gained it [...].
If a 10th level magic-user were to slay 10 kobolds and take their 1,000 gold pieces, the DM should reduce the award by at least 20-fold."
Dungeon Masters Guide (1979).

 "1 XP per GP of treasure acquired. 100 XP per HD for monsters slain. If you get XP from two sources, you only get XP from the lesser source times two. Always divide by PC level."
- Suggested rule. Explanation below.

---

The 1 XP per GP of treasure acquired. 100 XP per HD for monsters slain is implied in OD&D in this slightly confusing passage:
Experience Points: Experience points are awarded to players by the referee with appropriate bonuses or penalties for prime requisite scores. As characters meet monsters in mortal combat and defeat them, and when they obtain various forms of treasure (money, gems, jewelry, magical items, etc.), they gain "experience".
This adds to their experience point total, gradually moving them upwards through the levels. Gains in experience points will be relative; thus an 8th level Magic-User operating on the 5th dungeon level would be awarded 5/8 experience. Let us assume he gains 7,000 Gold Pieces by defeating a troll (which is a 7th level monster, as it has over 6 hit dice). Had the monster been only a 5th level one experience would be awarded on a 5/8 basis as already stated, but as the monster guarding the treasure was a 7th level one experience would be awarded on a 7/8 basis thus; 7,000 G.P. + 700 for killing the troll = 7,700 divided by 8 = 962.5 x 7 = 6,037.5.
Experience points are never awarded above a 1 for 1 basis, so even if a character defeats a higher level monster he will not receive experience points above the total of treasure combined with the monster's kill value. It is also recommended that no more experience points be awarded for any single adventure than will suffice to move the character upwards one level. Thus a "veteran" (1st level) gains what would ordinarily be 5,000 experience points; however, as this would move him upwards two levels, the referee should award only sufficient points to bring him to "warrior" (2nd level), say 3,999 if the character began with 0 experience points.
Supplement I: Greyhawk confirms that this was the rule, and then proceeds to call it "ridiculous" and add fiddlier stuff.

Well, turns out the original rules work surprisingly well in play.

Let's analyze it!

First, we'll just use:

100 XP per HD for monsters slain.
- Divided by level.

A fighter must (single -handedly) beat 20 orcs gets to level 2. This is no easy feat, but relatively fast.

[I find that single-handedly defeating 100 or 200 orcs to get to level 2 is an obvious exaggeration and makes almost impossible to make to level 2 if you play exactly by the book IMO].

Forty more orcs will get him to level 3.

To get to level 4, he'll have to face 120 additional orcs.

Level 5, 320 more.

Level 6 requires 800 additional orcs slain, and so on.

So there is a quick (but dangerous) ascent to level 3 and things get slower after that.

Taking down a 10 HD monster is even more dangerous than fighting 10 1 HD monster, so there are no shortcuts there either.

I like it, as levels 3-8 are the best levels to play D&D IMO.

I dislike the byzantine rules for taking dungeon level into account; IMO they're fiddly and unnecessary. I'm not sure if/how it applies to wilderness encounters. I'll skip them for now.

Supplement I: Greyhawk significantly reduces the XP gained from monsters slain, so you have to take most of your XP from treasure. But in AD&D we can see that around 10 HD monsters starting giving an average of... 100 XP per HD, or even more!


So the low HP value of weak monsters is intended to slow down the progression of beginning PCs(a bad idea IMO), or to discourage "farming XP" for high-level PCs.

But the combination of these rules seem enough to discourage any type of "XP farming", as it would either take too long or be too dangerous (e.g., taking 100 orcs at once).

The other shortcut to advance quickly is getting lots of treasure without opposition. In the DMG, Gygax admits that it is up to the DM to come up with actual XP values based on circumstances, defined very vaguely. In his example, getting 1.000 gold from 10 kobolds will only give you 50 XP... which is similar to the XP you get by defeating the kobolds in the first place!

Notice how easy it would be to say your XP gains are limited both by the HD and GP - whichever is smaller.

In other words: you get 100 XP per HD for monsters slain/defeated, and 1 XP per GP of treasure acquired, but you limit each amount XP for whichever is worse. You still divide by level.

The idea is that finding treasure without danger or "farming" XP by killing monsters without motive will give you no XP. Well, "NO XP" is probably too harsh, so maybe reduce the XP to 10% of the original value (if the PCs found 10.000 gp lying on the road, there is something wrong with the adventure design...).

Let's try a few examples.

A) You find a troll (700 XP) with 7.000 gold. You get 700 XP for killing the troll, and also 700 XP for the gold (the XP for gold is limited to 7000). Notice the gold is not exactly "wasted"; you got a lot richer!

B) You find a troll with 400 gp of treasure. Now you get 400 XP for the gold but only 400 XP for slaying the troll. 

C) You find 10 orcs (1.000 XP total) and they have 3.000 GP. You only get a total of 2.000 XP; 1.000 for the orcs and 1.000 for the gold.

(In all these examples, you can give the PCs a 10% prize for the amount that surpasses the limit; so 630 XP in example A, 30 XP in example B, and 100 XP in example C. This is a bit fiddly but still easy IMO. The important thing is that PCs advance in a speed that suits your group);

Special powers, abilities, etc. I'd just say they add 50% of the XP value to make things easier. Thus, a 10 HD monsters counts as 15 HD with one special power, 20 HD if it has two special powers and so on. I do not think you need a separate system for 6+1 HD monsters. Creatures of 1-1 or 1+1 HD might deserve special treatment depending on which cleave rules you're using, but I won't get into that here.

Treasure protected by traps. There is no easy way here; the DM has to consider how dangerous the trap is, when compared to a monster.

Averaging it all out. You do not have to do the math for each room or encounter. Just average everything out by the end of the day (or by the end of the expedition - AD&D suggests they must take the gold to town to get the XP). So if the PCs face A, B, and C in the same day, they have 2.400 XP from monsters and also 2.400 XP from the 10.400 GP they've acquired. Interestingly, this would be a reason to discourage frequent resting...

Hopefully, this achieves all I wanted from the XP system:

- Simple enough to calculate on the fly without a table or calculator.
- Requires a little less guess-work by the DM.
- Makes PCs level-up in a speed that is more to my liking.
- Very hard to exploit by acquiring treasure without danger or killing monsters for no reason.

Minimalistic addendum! All this exercise is interesting but I wonder if you could just run the game with 1 GP = 1 XP OR 100 XP per HD, whichever is better, or just divide everything by PC level. To be honest, this is probably easier. Dividing XP from GP by PC level is not something I had considered but will probably achieve the same result I'm looking for.

UPDATE: 

Monday, August 12, 2024

Same XP for all classes (B/X)

Despite being inspired mostly by B/X, I prefer using the same XP for all classes in my games. This is how Dark Fantasy Basic works, for example.

I heard some arguments to the contrary - that different XP tracks are important. I think there's some merit to this idea, but for now I prefer doing things my way. 

In theory, I wanted a 10th-level Fighter (or "F10") to be roughly as powerful as a 10th-level Magic-User (M10). Which is hard to do.

In B/X, you might be tempted to think the idea is that a F10 is close in power to a MU9, since the XP requirements are somewhat similar. 

I think this is doubtful, at best. 

But if that was true... could we still have B/X with same XP for all classes? 

I have read many attempts to " reverse engineer" B/X classes. I do not think they were as engineered as one might think, but I like playing with that idea. 

Today, I'll be referencing BX Options: Class Builder, which looks very cool (I've only read the first few pages).


The idea is that you can create a stronger Fighter or Thief by requiring more XP. So, giving the thief better saving throws (as a fighter) would "cost" 300 XP. Could we make everyone share the same XP to get to level 2, for, example? Let's try. 

Fighter: Leave it at 2,000 XP for now. Let's try to make other classes the same.

Magic-user: We'd have to bring the MU down to reach the fighter. There is no easy way to do that without giving him even more restrictions. 

The class builder suggests one could get extra spells for 100 to 200 XP. Maybe we could do the opposite, giving the MU fewer spells - at most one per level. 

Notice the MU starts getting more than one spell per level only by level 7. If we change that, the starting MU is not any weaker (good!) but at level 10 he is significantly less powerful (also good), especially because he can never get three fireballs.

This gives the game a somewhat more S&S/low-magic vibe, which I like.

Let's say:  

 

 

Spells

 

 

MU level

1

2

3

4

5

6

1

1

2

2

 

 

 

 

 

3

2

1

4

2

2

1

 

 

 

5

2

2

2

6

2

2

2

 

 

 

7

2

2

2

1

8

2

2

2

2

 

 

9

2

2

2

2

1

10

2

2

2

2

2

 

11

2

2

2

2

2

1

12

2

2

2

2

2

2

13

3

2

2

2

2

2

14

3

3

2

2

2

2


Cleric: I do not think the cleric deserves any further boost. They are very powerful, in my experience. I'd just require 2000 XP like the fighter. The spells and turn undead makes up for the difference. Please let me know in the comments if you disagree.

Thief: this is my main concern because it is a class that I find very weak, despite the low XP requirements (1,200 XP to level 2). The thief deserves 1d6 HP IMO, plus better saving throws (let's say the sneaky thief is as elusive as the strong fighter). This brings him to 1,700 XP. 

There is not much more to give a thief. Infravision or a couple of extra skills could work to get him to 2,000 XP, or maybe give him fighting capabilities similar to the fighter - when you compare the B/X thief with similar XP as a fighter, the attack bonus is not that different.

I wont include elves, halflings and dwarves because I don't use race-as-class.

Is this worth the effort? I'm not sure. Tweaking classes like that assumes there is some balance to begin with, which might not be the case. 

As I've mentioned in my last post, I'd prefer starting with very simple classes and then adding some feats as you go. 

Spell-less classes would get more feats than spellcasters, to improve their versatility, since they don't get to choose spells.

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Monday, June 17, 2024

Milestones WITH XP

A quick thought exercise on the subject...

The two most popular (and somewhat diverging) ways of leveling characters are milestones and XP.

I assume you know how XP works; it is assigned according to treasure acquired, monsters defeated, etc. If you get enough X, you level up.

Milestones allow you to level up upon the completion for a particular goal: saving a hostage, slaying a particularly important creature, surviving a dungeon, etc.

Most people prefer using one way or the other, but it is easy to see you could combine them: for example, the GM may arbitrarily assign XP rewards for certain goals.

I like using milestones myself, because it allows me for a bit more control over the pacing of a campaign,  and also because it requires less bookkeeping. 

But I disregard XP entirely: PCs have levels and they level up when appropriate (usually upon finishing a module or two). 

In order to do that, I had to balance the classes using feats and a house rules.

This is also the case for my free "OSR Minimalist" game. I always enjoy getting feedback on that!

But what if you WANT to keep distinct XP costs and STILL use milestones to avoid writing down every coin acquired and every monster slain?

There are a few ways to do that.


The simplest way is probably choosing a PC at random to level up, but every PC has the same XP. 

If you have 4 PCs, all on 1st level, roll 1d4. It the thief is selected ts to level 2 (1,200 XP), no one else levels up. But if the elf is selected (4,000 XP), everyone else levels up too... and the thief gets to level 3 immediately!

As you can see, some nuance is lost here - some levels will be skipped.

Alternatively, just use 500 XP per milestone until 10.000 XP, then 5.000 until 100.000. 

This will give the fighter a level for each 4 milestones, more or less.

After 100.000 XP, you can give 20.000 to 50.000 XP per milestone, depending on how fast you want PCs to level up to "name level" and beyond.

Anyway, this is purely theoretical - I think I'd prefer to use XP or milestones as a primary method and maybe some exceptions.

There is probably a better solution out there... let me know in the comments!

BTW: my latest book, Basic Wilderness Encounters, is now added to my discount bundles. You can buy ALL my books for around 30 bucks!

Monday, June 10, 2024

Fixing B/X fighters


Now I'll analyse some solutions - these are already implemented in AD&D, BECMI, and other games, but I'll discuss some and show which ones I use in B/X.


Better numbers

Easiest way of improving Fighters without making them more complex is just raising their numbers. E.g., giving them 1d10 HP or a better attack progression (AD&D), better saves, etc. 

This is a matter of fine tuning and taste; I like just giving fighters +1 per level as it simplifies things and it's just intuitive to me that a level 9 fighter has +9 to-hit (in my games, a 9HD monster also has +9). 

I'm not a fan of 1d10 HP because it leads to some HP inflation, but it is not bad either.

More damage

This is also "better numbers", but deserve special attention because, unlike HP and THAC0, damage doesn't usually raise with level (unless you use magic items).

A fighter that gets extra attacks increases damage output, but I always felt that Conan should be able to kill a sorcerer with a single blow occasionally.

We could give the fighter a damage bonus (level/3, round down?). 

Or just say that if you hit AC by 10 or more, damage is maximized or doubled. This will improve damage gradually with attack bonus, encourage the use of bigger weapons, give more importance to armor, and also give the thief a boost because of backstabbing (which is well deserved).

Better items

This is not exactly a solution, but a concern. Magic items in B/X are extremely important to Fighters, but not as common in my own games (which have a lowish fantasy, S&S feel). 

This is my own fault, of course - but I thought I should mention this here so you don't fall in the same trap. 

In other words, if you are limiting magic items (especially the intelligent swords of B/X), give the fighters something else to compensate.

Fighting minions and "cleaving"

The OD&D and fighter can attack multiple times against a horde of foes with less than one HD (e.g., goblins). I find this so important that I will write a small post on the subject next. 

My main objection to this is that it is binary; maybe the fighter can attack ten times against an horde of goblins but only once against a bunch of orcs.

"Cleaving" is a great substitution: when you reduce an enemy to 0 HP, you get an extra attack. This will often allow a high-level fighter to attack multiple goblins and even get some advantage against a group of reptile man. No calculations needed and it just feels cool.

Weapon specialization

Weapon specialization as described in AD&D and BECMI cover a lot of these grounds: better numbers, more damage, more attacks, etc. Which is good and also allows fighters to be archers, duelists, etc., giving players more archetypes to play with.

My issue with making weapon specialization a focus is that fighter often rely in magic weapons they've found, so they cannot always choose which weapon they'll use, and it is sometimes disappointing to find a cool magic axe that deals less damage in your hand than an ordinary sword.

My solution is that a "weapon master" gets a bonus with ALL weapons, and a SMALL bonus to a single fighting style, as suggested here:

Weapon master. You get +1 to attack, damage, and AC. Choose a type of weapon or a fighting style (blades, two-handed weapons, light weapons, missile weapons, dual wielding, sword and shield, grappling, etc.). When using this style, you get +2 to attack, damage, or AC (choose one when you pick this feat), instead of the usual +1.

Weapon maneuvers

BECMI has some cool weapon maneuvers (mostly starting at 9th level for fighters and mystics). 

The one I remember the most is smash: you get -5 to hit but add your entire Strength score to damage! From the Rules Cyclopedia:

For example, a Strength 17 fighter ( + 2 to attack and damage) using a sword +2 ( + 2 to attack, 1d8 + 2 damage) would perform a smash this way: He rolls to hit with a net penalty of -1 ( + 2 + 2-5). If he hits, he rolls 1d8 + 21 (17+ 2+ 2) for damage!

1d8+21 damage?!? With this, Conan can DEFINITELY kill a sorcerer with a single blow!

The only problem with this maneuver is that it is so obviously overpowered for strong fighters that you will never make a regular attack again!

Notice this was partly incorporated in 5e as a feat: a simple -5 to-hit and +10 damage. Other OSR games have their own rules for special maneuvers (more notably DCC, LotFP, and Low Fantasy Gaming).

Multiple attacks

This is the most notable and popular of fighter enhancements, present in almost every edition other than B/X. It enhances damage, number of targets, options of maneuvers (maybe you can trip AND bash).

One small issue is that the second attack DOUBLES damage output, which is an abrupt boost (in 5e, for example, a 3rd-level fighter has some hope against a 4th level one, but neither can beat a 5th level fighter).

The third attack enhances damage by 50% so it is not as dramatic.

AD&D has "one and a half" attacks, which is a decent solution if you prefer less dramatic changes. The second attack comes every other round, but if you don't like this solution make the second attack deal half damage, or only take place when you roll an odd number for the first, etc.

My favorites - to use with B/X

I'm running a game that is mostly inspired by B/X, although with many house rules

Here are some of my favorites, for fighters:

* +1 THAC0 per level.
Feats that include cleaving, multiple attacks, weapon specialization, etc. - the fighter gets more feats than other classes.
* Simple weapon maneuvers. Usually, -4 to-hit and choose a benefit. Examples: +4 to damage, or AC (against a single foe), or to an ally's AC, or to cause an effect in addition to damage (e.g., trip, disarm, etc. - the enemy usually gets a save). But it doesn't come up often.
* If we get to level 10, I'm giving fighters 10d8 HP and so on (explained here). If a 12th level magic-user causes 12d6 with a fireball, I think it is fair to give the fighter 12d8 HP.
* Strength affects how much you can carry.
* Natural 20 deals maximum damage.

One thing I haven't used in the current campaign is "cleave" (as no one picked the feat), but I'm feeling I should have given this to everybody. This is what my next post is about.

Saturday, June 08, 2024

Are B/X fighters too weak?

Yes they are.

Before comparing them to other classes, let's take a look at other versions of D&D.

In AD&D, fighters have several abilities that are ignored in B/X:

- 1d10 HD.
- Better attack progression.
- Better types of ordinary armor.
- A few perks if they have high abilities (more HP, damage, etc.)
- Extra attacks as you level up.
- Extra attacks against low-HD foes.

AD&D came before B/X, but BECMI came soon after.

Arguably, BECMI "fixed" many things in B/X I perceive as flaws (e.g., the cleric), and it also added several toys for fighters: weapon maneuvers, proficiency, etc.

All other editions (2e, 3e, 4e, 5e, and even 0e) have fighters that are stronger and more varied than B/X. Even some basic-inspired games such as DCC and LotFP make fighters more "special".

The fighter is DISAPPOINTED!

Now lets quickly compare a B/X fighter with other classes.

Cleric
- A cleric with 50,000 XP can raise the dead once a day. He gets the equivalent of "THAC0 17" and 7d6 HP.
- A high level cleric might have fewer HP than a fighter, but he can heal himself completely in three  or four days of rest, while the fighter may take weeks.
- A fighter with the same XP has the same THAC0, 6d8 HP, and worse saves. His THAC0 improves significantly at 64,000 XP. Which is nothing compared to raising the dead.
- If both reach maximum level, their THAC0 is nearly identical and fighter saves are slightly worse. The cleric can now raise dead four times a day, AND requires fewer XP to get there.

Magic-user
- A magic user is frail when compared to a fighter, but has lots of firepower. A 1st level MU can put multiple fighters to sleep; a 10th-level MU can memorize three 10d6 fireballs, or even better-  summon a 16 HD fire elemental, which will give ANY single fighter a difficult fight. If he wins initiative, he cannot be stopped.
- Even with an awesome magic sword, the fighter cannot deal this kind of damage.

Dwarf
- Dwarves stop their careers at level 12... ONE SINGLE HP short of a 14th-level fighter, and with better saves, fewer XP needed, plus infravision. They have no restrictions on using swords. Dwarves are simply better fighters that require 10% more XP.

The thief is debatable - he often hits as hard as a fighter of similar XP, but is much frailer. I do not think the thief is a strong class in B/X (and it is even worse in BECMI). Halflings are not great either because their level cap is a significant limit.

Elves are more powerful than fighters because of magic, but slightly frailer in HP and saves. Overall, I find them much stronger than fighters.

How to fix that?

Well, that's the subject of the next post (I use feats, mostly; you might as well use the AD&D perks described above).

This one is about illustrating how the B/X fighter is weak compared to other fighters (0e, BECMI, 1e, etc.) and other B/X classes.