# GogoBee — D&D Class Balance Pass > **Companion to:** `gogobee_dnd_design_doc_v1.1.md`, `gogobee_spell_system.md`, `gogobee_subclass_system.md` > **Version:** 0.1 (planning draft) > **Status:** Pre-implementation — Phase 0 spike in progress > **Sibling work:** the race-balance pass (`internal/plugin/dnd_race_balance.go`, `TestRaceBalance`) — same spirit, different method (see §1). --- ## 0. Why this doc exists The race-balance pass tuned the seven races to equal *effective power* via a hand-weighted scoring model. That model is a **proxy** — races don't fight, so there is nothing to measure directly. Classes are different: combat is **one-shot auto-resolved** through a single `simulateCombatWithRNG` call (`combat_engine.go:338`), and the RNG is **seedable**. So class balance does not need a proxy model — we can run thousands of real, reproducible fights and read the win rates directly. This doc plans that work. Endgame: a `TestClassBalance` regression fixture that holds per-tier win-rate parity across all 10 classes × 30 subclasses, plus the tuning pass that gets us there. **Non-goals.** Not a combat-engine redesign. Not adding classes/subclasses. "Balanced" means balanced *in gogobee's one-shot engine* — the model collapses tabletop action economy, and that is accepted. --- ## 1. Method — measure, don't model | | Race pass | Class pass | |---|---|---| | Power source | ability mods only | full combat: HP/AC, weapons, spells, passives, subclass tiers | | Approach | hand-weighted scoring proxy | Monte Carlo over the real engine | | Trust | heuristic weights (estimated) | empirical win rates (measured) | | Artifact | `dnd_race_balance.go` + `TestRaceBalance` | `dnd_class_balance.go` + `TestClassBalance` | --- ## 2. The matrix (full) For each of the 10 classes: - `subclass = none` at L1–L4 - each of its 5 subclasses at the L5 / L7 / L10 / L15 / L20 tier-unlock checkpoints → ~60 build profiles × level checkpoints × ~6 monster tiers. Each cell = N seeded fights through `simulateCombatWithRNG`. One-shot sims are cheap; compute is not the constraint. **Opponents:** the existing per-tier monster scaling curves (`dnd_combat.go:35–51`) — dungeon Tier and arena ThreatLevel — used as a fixed gauntlet. **Builds:** standard array assigned by each class's stat priority (`dnd_combat.go:185–218`), Human race (neutral baseline, +1 all), plus a standardized equipment loadout (see §3). --- ## 3. The two hard parts (Phase 0 de-risks these) 1. **Equipment loadout policy.** Combat uses equipment-driven AC and real weapon dice. The per-class, per-level kit must be standardized *fairly* or every downstream number is garbage. Derive from existing starting-gear / level tables if they exist; otherwise define a canonical tiered kit. 2. **Spell-selection policy.** Caster damage flows through `applyPendingCast`. Without a "what would a player cast here" heuristic per class/level, all 8 casters fight as naked weapon-users and read as broken — a measurement artifact, not real imbalance. --- ## 4. Balance rule Per-tier **win-rate parity**: at each difficulty tier, every class within a tolerance band of the cross-class mean win rate. Band set empirically after the first full run (the race pass's ±0.5 was set the same way). Damage-dealt, HP-remaining, and near-death-rate are logged as diagnostics, not asserted. --- ## 5. Phases (one phase ≈ one session; each ends green + committed) - **Phase 0 — spike.** Harness skeleton; equipment + spell-selection policies; run *Fighter vs. Mage only* across tiers and sanity-check plausibility (both win something; casters not at 0%). If the numbers are implausible, fix the policies before trusting anything. **← current** - **Phase 1 — harness + matrix.** Generalize to all 10 classes × 30 subclasses; `TestClassBalance` logs the full report. No tuning yet — just measurement. - **Phase 2 — tuning pass.** Adjust the levers (class passives → subclass tiers → spell dice → AC floor → attack bonus, in that order) until the parity band holds. Lock the band into the test assertion. - **Phase 3 (if needed) — second-order.** Subclass-vs-subclass spread within a class; the Paladin/Rogue MAD question if the data shows it bites. ## 6. Tuning levers (priority order) 1. Class passives — `dnd_passives.go` 2. Subclass L5/7/10/15 tiers — `dnd_subclass_combat.go` 3. Spell damage dice & upcast — `dnd_spells_data.go`, `dnd_spells_srd_data.go` 4. Spell slot progression — `dnd_spells.go` 5. AC floor / armor proficiency — `dnd.go:164–178` 6. Attack bonus class matrix — `dnd_combat.go:22–33` 7. Monster scaling curves — `dnd_combat.go:35–51` (last resort; affects PvE feel)