Spielerando

Is one starting class really harder to finish, or is it just a small group?

A class with fewer finishers might be unbalanced, or might just have too few players to say. This entry shows how to compare finishing rates with an honest margin and without counting newcomers who have not had time.

Why this works

The rate of a small group is shaky: a few players can swing it. An honest range shows how much a number may be luck, and a class counts as different only when its whole range lies clear of the rest. Young saves had no time yet and stay out.

When not to use it

Wrong when classes attract different kinds of players: a low rate may show who picks it, not whether it is unbalanced. With very few players the range is too wide to help; let a handful of people play each class.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 35 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Is one starting class really harder to finish, or is it just a small group?" (read_entry rpg-class-finish-rate-with-doubt) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP