So... while I get that DDO is based off of the PnP version of Dungeons and Dragons there are many differences as well. There have to be differences as certain aspects which are passable or appealing in PnP just won't translate well into an online game.
Having said that, I get why there is an XP curve and when TR'ing was the endgame it made perfect sense. But now we're moving into Epic Levels and TR'ing just isn't the endgame anymore. There is no XP curve for Epic Levels or ED's despite how many past lives you have or how many ED's you have leveled up. As more Epic Levels are introduced this difference will make even less sense. For instance, once there are 20 heroic and 20 Epic Levels why do the first 20 have an xp curve while the second 20 are standard? Even with 5 Epic Levels it stands out like a sore thumb. For 20% of my levels there is no curve, the first 80 there is.
Recently people had an intense negative reaction to the challenge XP being reduced. For all the various reasons among them they could be summed up as "boredom from grinding for xp". There is a lot of frustration of the nature of the game being geared towards endless grinding. Not all of us lock ourselves up in our grandparent's basement to play for a month at a time.
An easy fix to all of this frustration, IMO, would be to standardize XP. Lock it in at 1,900,000 to level 20 regardless of past lives. This would put heroic XP in line with the way Epic Levels and ED's are working. It would also ease the grind a bit and make the lack of higher level content less noticable.
A discussion about XP balance on the forums generally ignores a few things: 1) People argue that this will enable the power gamers. [got news for ya, the power gamers already have their completionist toons. This suggestion will affect the mass of ordinary players in a positive way] 2) Games have to be fun. You have to reward your players. People like to feel like they're getting more powerful. People stuck in an endless grind don't feel more powerful. That makes the game less fun. The game not being fun means people don't play and turbine loses money. 3) This would mean tons of revenue for Turbine. More casual players who would never take on TR'ing [due to the xp grind] would now TR. Imagine all the heart sales! 4) There is a built in mechanism to prevent people from TR'ing too fast. If the problem is really people TR'ing through lives too fast simply change the in-game mechanic for Kruz. Don't punish casual gamers in an endless purgatory of quests granting moderate XP with XP requirements which are anachronisms of a system in which TR'ing was the endgame.
Discuss.