# 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. **Done — commit 0878b4e.** - **Phase 1 — harness + matrix.** Generalize to all 10 classes × 30 subclasses; `TestClassBalance` logs the full report. No tuning yet — just measurement. **Done.** Subclass field plumbed through the harness, `applySubclassPassives` wired in to match live combat order, `buildPhase1Profiles` produces 190 rows (10 × 4 pre-subclass + 10 × 3 × 5 post-subclass), `TestClassBalance_Phase1_FullMatrix` logs the cells plus per-class tier means and ranges. Phase-2 calibration baseline: at T4 the cross-class spread of *mean* win rate runs Bard 0.62 → Fighter 0.80 (~18pp); at T5 0.48 → 0.64 (~16pp); casters trail martials at the post-unlock tier (T3) by ~20pp. - **Phase 2 — tuning pass. Done.** First insight: per-class-mean is dominated by floor+ceiling saturation (L10+ pinned at 1.0; L1-4 caster cells at high tier pinned at 0.0), masking the actual gaps. The matrix log now also emits a per-(level, tier) cross-class spread — the cells with real signal. Tuned levers, in priority order: - **Class passives** (`dnd_passives.go`): caster trailers (Bard, Mage, Warlock, Sorcerer) gained level + casting-stat scaled FlatDmgStart bursts so their L1-4 chassis isn't a quarterstaff + one weak spell against a T2-T3 monster; small DamageBonus riders (Mage/Bard/Sorcerer/Rogue +5%, Warlock 10→12%) and +1 attack for Bard/Warlock close the steady-DPS gap. Added a `clampNonNeg` helper so ability-mod-scaled additions never go negative on sheets with sub-10 casting stats. - **Subclass L5 tiers** (`dnd_subclass_combat.go`): the three Sorcerer L5 picks (Wild/Storm/Draconic) and Warlock Great Old One were defense-only or near-inert pre-tune; each gained a DamageBonus +0.10 (or FlatDmgStart burst for Storm) so the L5 chassis can press through a T4 monster. **Parity band locked** in `TestClassBalance_Phase1_FullMatrix`: cross-class spread ≤ 35pp on the *in-tier* diagonal — the (level, tier) cells where the level is appropriate for the tier (T1: L1-4, T2: L3-7, T3: L5-10, T4: L7-15, T5: L10-20). Off-tier cells (e.g. L1 mage at T3 dungeon) are still logged but not asserted: those are level-vs-tier mismatches, and casters at L1-4 can't muscle through a T3 monster on a single L1-slot spell the way martials muscle through with weapon dice. Observed worst in-tier cell after tuning: L3/T2 at ~26pp, L1/T1 at ~24pp, L5/T3 at ~20pp; the 35pp band gives ~9pp Monte-Carlo headroom at 200 trials/cell. **← current** - **Phase 3 — off-tier caster lift. Done.** Design steer ("relatively easy but not too easy") narrowed the target: lift the embarrassing caster trailers on off-tier cells (the casual player walking into a slightly too-hard dungeon underleveled) *without* pushing the already-saturated in-tier ceiling. Tuned levers: - **Druid passive** (`dnd_passives.go`): the only class chassis with a purely defensive passive (5% DR, no offense). Added a level + WIS-scaled `FlatDmgStart` burst — same shape as the Phase-2 Bard/Mage/Warlock pass. Kept the DR; no `DamageBonus` rider, so high-tier ceilings stay flat. - **Sorcerer passive** (`dnd_passives.go`): burst base 3→5. Sorcerer was the second-worst caster off-tier (L1/T2 0.10 vs Mage 0.27 pre-tune) despite a comparable stat line; the bump pulls it toward parity with the other arcane chassis. Added an off-tier-trailer diagnostic (`dnd_class_balance_test.go`) — for each (level, tier) cell where the player is below the in-tier band, the log names the trailing class and its mean win rate. Not asserted: an L1 walking into T2 is *supposed* to be hard, so the diagnostic is for watching the gap, not the absolute number. Observed lifts: - Druid L1/T1: 0.77 → 0.86 (+9pp). The chassis is now functional at its intended tier. - L2/T2 cross-class spread: 77pp → 63pp. Druid trailer 0.23 → 0.35. - L1/T1 spread: 23pp → 14pp. In-tier parity assertion (35pp band on the diagonal) still passes. No off-tier cell saturated past where it was — the lift is shape-correct. **← current** - **Phase 4 (if needed) — second-order.** Subclass-vs-subclass spread within a class; the Paladin/Rogue MAD question if the data shows it bites. The L5/T4 wild-magic Sorcerer cell (0.14 individual, off-tier) is the most obvious next target if subclass parity needs another pass. ## 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)