The Phase 1 per-class-mean summary was hiding the truth — most cells are floor/ceiling-saturated (L10+ pinned at 1.0, L1-4 caster cells at high tier pinned at 0.0), so means barely budge when you tune passives. Added a per-(level, tier) cross-class spread diagnostic to the matrix log, then tuned with the levers from doc §6 in priority order: 1. Class passives (dnd_passives.go) — caster trailers (Bard, Mage, Warlock, Sorcerer) gained level + casting-stat-scaled FlatDmgStart bursts so the 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 clampNonNeg so ability-mod-scaled additions never go negative on sub-10-stat sheets. 2. 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 small bite (DamageBonus +0.10, or a 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 — (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 (L1 mage at T3 dungeon etc.) 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. Worst in-tier cell after tuning: ~26pp at L3/T2. The 35pp band gives ~9pp Monte-Carlo headroom over the worst signal at 200 trials/cell. TestApplyClassPassives expectations updated to match the new passives. Phase 0 spike still green, full plugin suite (-short) clean.
6.9 KiB
GogoBee — D&D Class Balance Pass
Companion to:
gogobee_dnd_design_doc_v1.1.md,gogobee_spell_system.md,gogobee_subclass_system.mdVersion: 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 = noneat 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)
- 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.
- 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)
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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;
TestClassBalancelogs the full report. No tuning yet — just measurement. Done. Subclass field plumbed through the harness,applySubclassPassiveswired in to match live combat order,buildPhase1Profilesproduces 190 rows (10 × 4 pre-subclass + 10 × 3 × 5 post-subclass),TestClassBalance_Phase1_FullMatrixlogs 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 aclampNonNeghelper 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 - Class passives (
-
Phase 3 (if needed) — second-order. Subclass-vs-subclass spread within a class; the Paladin/Rogue MAD question if the data shows it bites. The L7/T5 cell (47pp spread, off-tier) is the most obvious next target if the underleveled-cell experience needs lifting.
6. Tuning levers (priority order)
- Class passives —
dnd_passives.go - Subclass L5/7/10/15 tiers —
dnd_subclass_combat.go - Spell damage dice & upcast —
dnd_spells_data.go,dnd_spells_srd_data.go - Spell slot progression —
dnd_spells.go - AC floor / armor proficiency —
dnd.go:164–178 - Attack bonus class matrix —
dnd_combat.go:22–33 - Monster scaling curves —
dnd_combat.go:35–51(last resort; affects PvE feel)