CHARACTER CLASSES (Descriptions, Functions, Levels)
Character class refers to the profession
of the player character. The
approach you wish to take to the game,
how you believe you can most
successfully meet the challenges which
it poses, and which role you desire
to play are dictated by character class
(or multi-class).
Clerics principally
function as supportive, although they
have some offensive spell power
and are able to use armor and weapons
effectively. Druids are a sub-class
of cleric who operate much as do other
clerics, but they are less able in
combat and more effective in wilderness
situations.
Fighters generally
seek to engage in hand-to-hand combat,
for they have more hit points and
better weaponry in general than do other
classes. Paladins are fighters <UA: revise>
who are lawful good (see
ALIGNMENT).
At higher levels they gain limited
clerical powers as well. Rangers are another
sub-class of fighter. They are
quite powerful in combat, and ot upper
levels gain druidic and magic spell
usage of a limited sort.
Magic-users cannot expect to do well in
hand-to-hand
combat, but they have a great number of
magic spells of offensive,
defensive, and informational nature. They
use magic almost exclusively to
solve problems posed by the game. Illusionists
are a sub-class of magic-user,
and they are different primarily because
of the kinds of spells they
use.
Thieves use cunning, nimbleness, and stealth.
Assassins, a sub-class of
thief, are quiet killers of evil nature.
Monks are aesthetic disciples of
bodily training and combat with bare hands.
Each class is detailed fully in
succeeding paragraphs. It is up to you
to select what class you desire your
character to be. Selection must be modified
by abilities generated and
possibly by the race of your character.
The following tables will enable you to
determine the major differences
between character classes at a glance.
Specific comparisons must be done
in {light} of the detailed info given
in the sections which discuss the
individual classes in question. Note that
non-human and semi-human race
characters who are multi-classed
are typically bound by the limitations of
the thief class only. That is, a fighterlmagic-user
can benefit from both
armor, weaponry and spells; a fighter/thief
is limited by the constraints of
the thief class.
Q. Are the anti-paladin,
anti-ranger,
samurai and houri character
classes
officially part of the AD&D
game?
A. No. Although many
new character
classes have been published
over the
years, very few have made
it to
official status. The
ranger, for example,
began as an article in 1
of
the very early issues of
Strategic
Review (a precursor
of DRAGON
magazine), and was incorporated
into the official AD&D
Game when
the Players Handbook
was published.
Other
than the barbarian (in #2 of
IMAGINE magazine),
the thief -acrobat
(#6), and the cavalier (#11)
there have been no official
character
classes since the Players
Handbook
was published. This
has not stopped
the flood of unofficial
material, much
of which has been quite
interesting.
Many players find that the
classes in
the Players Handbook
do not serve
the needs of their own campaign,
which might, for example,
feature a
very powerful evil religion,
of which
anti-paladins might be a
part.
However,
many of the character
classes are attempts to
produce
super-powerful characters,
allowing
some players to unbalance
The Game
-- the ninja (an assassin
variant
based upon the medieval
Japanese
spies and Killers) was particularly
easy to exploit in this
manner.
There
are 2 other points to note
in connection with unofficial
character
classes. Firstly,
many DMs may
not allow such characters
into their
campaigns because they do
not know
the roolz governing those
characters
-- every DM knows how a
fighter
'works', but how many know
the
details of the merchant
or the toady?
Secondly, while they may
not be
completely suitable for
PCs,
unofficial classes make
interesting
NPCs for parties to encounter.
<update, OA: the samurai
is an official class>
(Imagine #14)
Q. If a character with a STR of 10
finds a girdle of giant strength, can
he become a ranger, which
has a minimum STR requirement
of 13?
A. No. Character class prerequisites
apply to the unaugumented permannent
abilities of a character. Abilities
that are boosted above the required
minimum only while items such as
gauntlets, rings and girdles are in the
character's possession do not count;
the augumentation is temporary, lasting
only as long as the item is worn.
Of course, for characters who read
manuals & tomes -- or use wishes
-- to increase their abilities permanently,
these restrictions do not apply
when they enter a new class (see
PHB p33), as their natural abilities
have been improved for good, without
the temporary aid of artificial
devices which withdraw their benefits
when no longer worn etc.
A similar point should also be
made about the D&D Game -- it is the
character's unaugumented abilities
that count when determining if a
class is a good choice for that
character, so players cannot claim
their brand new character just
happened to inherit daddy's girdle of
giant strength.
(Imagine #26)
CHARACTER CLASSES TABLE I: HIT DICE, SPELL ABILITY, AND CLASS LEVEL LIMIT
Class of Character | Hit Die Type | Maximum Number of
Hit Dice |
Spell Ability | Class Level Limit |
CAVALIER | d101 | 10 | no | none |
Paladin | d101 | 9 | yes2 | none |
CLERIC | d8 | 9 | yes | none |
Druid | d8 | 14 | yes | 23 (Hierophant of the Cabal) |
FIGHTER | d10 | 9 | no | no |
Barbarian | d12 | 8 | no | no |
Ranger | d83 | 10 ( +1)3 | yes4 | none |
MAGIC-USER | d4 | 11 | yes | none |
Illusionist | d4 | 10 | yes | none |
THIEF | d6 | 10 | no5 | none |
Acrobat | d6 | 12 | no | none |
Assassin | d6 | 15 | no5 | 15 (Grandfather of Assassins) |
MONK | d46 | 17 ( +1)6 | no | 17 (Grand Master of Flowers) |
BARD | d6 | 10 | yes | 23 (Master Bard 23rd) |
CHARACTER CLASSES TABLE II: ARMOR AND WEAPONS PERMITTED
Class of Character | Armor | Shield | Weapons | Oil | Poison |
CAVALIER | any1 | any | any1 | no2 | only if evil |
Paladin | any1 | any | any1 | no2 | never |
CLERIC | any | any | club, flail, hammer, mace, staff, lasso, sap, <sling: A0.65>, staff sling | yes | only if evil |
Druid | leather or padded | wooden | aklys, club, dagger, dart, garrot, hammer, lasso, sap, sling, scimitar, spear, staff, staff sling, sword (khopesh), whip | yes | DM's option |
FIGHTER | any | any | any * | yes | DM's option |
Barbarian | any3 | any | any | yes | DM's option |
Ranger | any | any | any | yes | DM's option |
MAGIC-USER | none | none | caltrop, dagger, dart, knife, sling, staff | yes | DM's option |
Illusionist | none | none | caltrop, dagger, dart, knife, sling, staff | yes | DM's option |
THIEF | leather, studded leather, padded, or elfin chain4 | none | bow (short), caltrop, club, crossbow (hand), dagger, dart, garrot, knife, sap, sling, sword (broad), sword (falchion), sword (long), sword (short) | yes | DM's option |
Acrobat | as thief | none | as thief, plus lass and staff | yes | DM's option |
Assassin | as thief | none | any | yes | yes |
MONK | none | none | aklys, atlatl, axe (hand), bo stick, caltrop, club, crossbow (any), dagger, garrot, javelin, jo stick, knife, lasso, pole arm (any), sap, spear, staff, sword (falchion) | no | DM's option |
BARD | leather, studded leather, padded, ring mail, elfin chain, or magical chain mail | none | club, dagger, dart, garrot, javelin, knife, lasso, sap, scimitar, sling, spear, staff, sword (bastard), sword (broad), sword (falchion), sword (long), sword (short) | yes | only if evil |
* (You may, at your option, allow fighters
to opt to learn various artillery engines in lieu of normal hand weapons.)
<above note was take from siege weapons
section of the DMG>
1: A cavalier or a paladin
will not wear leather, padded, or studded leather armor, because
such garb is considered beneath the character's station. Similarly,
a cavalier or paladin will
not USE pole arms, missile weapons, or other types of arms that are associated
with the lower social classes. <Knights of Solamnia may be exempt from
this>
See the description of the
cavalier class hereafter for particulars.
Q: Can a cavalier use a crossbow?
A: In general, cavaliers
shun the use of
missile weapons, with the
exception of
elven and half-elven cavaliers
who often
use short composite bows.
Cavaliers tend
to see missile weapons as
ignoble because
they deal out damage at
a distance, which
calls the cavalier's personal
bravery into
question. This does not
mean that a cavalier
cannot take proficiency
in crossbow at
higher levels, but the character
risks losing
status in the knightly community
for
doing so, depending upon
the circumstances
and whether or not the character
is dependent upon the undesirable
weapon. Historically, the
crossbow was
sometimes used by normal
soldiers, so it
would probably offend the
cavalier, who is
supposed to be superior.
(117.54)
2: The USE of oil in personal combat is unacceptable to the cavalier and the paladin, but such characters may use oil in siege warfare.
3: A barbarian may use any
sort of armor, but does not gain the full benefit of the dexterity bonus
of the class if the armor worn is of the bulky or
fairly bulky category.
4: A thief attired in anything
other than leather armor must take adjustments to his or her chances of
success in performing certain
thieving functions. See
Thieves
Table II hereafter.
QUESTION: May thieves use bows?
ANSWER: No.
(Correction: Thieves
may use short bows. See above.)
ADQ: The Players
Handbook specifically
states that a thief may
use a club, dagger,
dart, sling, or a sword.
Why can't a thief
use a bow?
ADA: It is all a
matter of game balance.
Logically, a DM can say
that a thief's
training takes place in
towns where a
bow on one's back is not
as useful as a
dagger in one's hand when
going into dark
alleys and the like.
(Polyhedron #14)
Q: What happens if
a magic-user uses
a sword when in desperate
need?
A: If a character?s
need is truly great, the
DM can allow any class of
character to use
a weapon prohibited to his
class. The
normal nonproficiency penalty
applies
(perhaps with an additional
- 1 to hit). If a
player falls into the habit
of declaring his
characters in desperate
need too often,
however, the DM should either
disallow
the use of the prohibited
weapon or give
the character no experience
award for
completing the adventure.
(150.9)
Question: Can a thief wear studded leather?
Answer: No. He can’t
move silently because the studs will click on
surfaces he touches, and
they will add extra weight, making climbing
up walls extremely hard.
(Correction: Thieves
may use any kind of armor, including studded leather. Anything other than
leather armor will impose penalties on thieving functions. See Thieves
Table II hereafter.)
Question: Why can’t
human,
half-elf and elven Magic-
Users wear armor and still
cast spells? Elves and half-elves
who are Magic-Users and
Fighters can, so I don’t believe it is
because of the iron in their
armor or weapons. If it is because
of training, then Magic-Users
could be able to learn how to
wear armor and cast spells
at the same time—and even a
human Magic-User/Fighter
could train to acquire the
ability.
Answer: This is a
tough one. I would like to provide a logical
answer why M-Us
can’t wear armor—but I can’t because there isn’t
one. The only reason for
the restriction is game balance, giving each
character class advantages
and disadvantages which will make it
comparable in power and
potential with the other classes.
As part of the built-in
game balance, elven and half-elf Fighter/
Magic-Users are limited
as to how far they may rise in experience
levels. They also must divide
their experience points between more
than one class. So, to make
that type of character one which players
will desire to try, those
particular spell-casters are allowed to wear
armor and cast spells.
Even
though elven and half-elf Magic-Users are also limited in
how many levels they can
gain, they are forbidden to wear armor
because human Magic-Users
are also not allowed to be armored. If
elven and half-elf M-Us
could wear armor, why would anyone want
to be a human M-U?
Question: Why should
Druids
be able to wear leather armor,
since it is made of the
hides of the animals they worship?
Answer: Druids do
not worship animals, they worship all
aspects of nature. This
includes the “survival of the fittest”
process, whereby some animals
are killed to provide food,
protection, or some other
benefit for another species. Since the
Druid is as much a part
of nature as the things which make up
his environment, it is quite
natural for a Druid to use the remains
of a fellow creature for
food, armor, or whatever. — J. Ward, W.
Niebling
* * *
Q. Some classes have minimum
abiliity
scores such as the ranger
who must
have a STR of 13, INT of
13,
WIS of 14 and a CON of 14.
What happens when a score
drops below the minimum,
as occurs
to CON after a number of
deaths and resurrections,
or STR
if hit in combat by a shadow??
A. The character does not
cease to be a
member of a particular class
(either
temporarily or permanently)
because
his ability scores no longer
reach the
minima required. The minima
apply
only at the time a character
is
created, not to his or her
continued
functioning.
(Imagine #3)
The AD&D and LA game
systems are sufficiently different as to require specially crafter material
for adventure scenarios in either.
This is especially true
for dungeon crawls, where LA Avatars start out equal to around 5th level
PCs with a broader range of potentials, but progress more slowly from there
than do PCs. - Gary Gygax
Mr. Awesome wrote:
Gary: I've been tinkering
with making new character classes for AD&D,
and I was wondering if you had any special way of figuring out experience
needed for levels.
Actually, if you find the
various progressions for the classes given in the rules books satisfactory,
they will provide you with a template for that of any new class.
Cheers,
Gary
Richard wrote:
Gary, I think it is awesome
that you and Kim and Frank have allowed TN-alignment nondruid clerics for
ADandD 1st edition as stated in an Unearthed Arcana errata article of Dragon
magazine. Because of that, I now know that I can be a TN-alignment nondruid
cleric of Lugh, Tyche, Untamo, ....
Hi Richard,
Indeed you can have a TN
cleric of a deity that is principally or entirely of Neutral bent. Glad
that you find this so suitable.
Darius wrote:
I do not want to bring up
AD&D but I ran across something in a Dragon Magazine from 1988. Reading
your plans from 2E, it included mention of new classes including a MU called
the Savant I believe. It is written very poorly and does not contain any
refrence to you, but then again you had left TSR by now.
The basic idea of the class is one that seeks knowledge and is a scholar. It is also described as a "split-class" which I take to be like a theif-acrobat. However, I do not see that developed in the text. But they do "specialize" in one type of magic (it mentions making potions and scrolls). The class has some abilities like read languages and legend lore.
So does any of this sound
familiar to you, or is this just a case of someone printing up a class
with the same name, but completly difference susbstance?
Sure does. I have been pestered for information on the Mountebank, Mystic, and Savant for many a year.
There is no way I am ever going to publish the material, as the game they were meant to be used in became the exclusive property of TSR, and is now the property of WotC.
Maybe after I have shuffled off this mortal coil my rough notes will be found and whomever acquires them will share whetever information about the proposed classes is therein.
Frankly I do not remember
much about them.
After over 20 years and
a great deal of new creative work in vastly different RPG systems, it should
be no wonder to anyone that my recollection is hazy at best.
Cheerio,
Gary
Greg Ellis wrote:
Col_Pladoh wrote:
Creatively my major RPG
interest since 1995 has been in the Lejendary Adventure game and in the
last three years secondarily in the C&D one.
Yeah, but there aren't any mystic henchmen in the Lejendary Adventure game. Unless perhaps you count Forgie...
If there were, mind you, they could certainly be of any moral compass and of any socio-economic background. And you would probably find them in all sorts of places all over the world!
The mystic was a marginal
archetype based on what is termed Oriental Mystery and Eastern mythology.
As special class abilities
are not a feature of the LA game system, no such Avatar is suitable in
it.
Abnout as close as one could come would be to have a combination of these Abilities: Arcana, Psychogenic. Learning, Theology. Divination in no particular order.
Cheerio,
Gary
Quote:
Originally posted by the
Jester
Hey there Gary!
My question is this: before UA came out, in many of the Dragon articles you published with 'teaser' stuff in it, you referred to a PH2. You had talked about several other subclasses that never saw print- the mystic, savant, mounteback, etc.
How far along did your developement
of these go? Any chance we'll ever see any of the details, or was it all
lost during the TSR/Gygax fallout?
Howdy!
First.
I did the article material
to intriduce the convepts dealt with and get feedback from gamers.
I have always paid attention
to that, even if I don't agree with the comments and suggestions
I indeed planned to see to
a revised AD&D game, a Second Edition, that added the new material
from UA and elsewhere, compiled the various monsters books into an encyclopedia-like
work, and updated the DMG.
I really wanted to go over
the rules and mechanics of the game to see about possibly changing things
a bit to include select skills for classes, and also make the system more
adaptable to other genres.
Indeed, I wrote a lengthy
memo to management about this play, suggesting it begin implimentation
in house in c. 1986.
The new classes--mountebank,
mystic, and savant were in progress of development when the troubles at
TSR caused me to drop that work so as to manage and direct.
Likely the nores and all
are somewhere here.
I am precluded by legal
agreement from exploiting any A/D&D material.
Won't give the stuff out
for free either, so that it can be exploited by some publisher...
Heh,
Gary
Hi Mike
Quote:
Originally posted by
optimizer
Howdy!
How did you go about introducing
these new classes when you created the game? Were Joe and Dennis in your
campaign when they created them, or did they send them in to you for publication?
How about the other classes added after the original 3?
Joe Fischer played in my
group, and he did an article in THE STRATEGIC REVIEW introducing the Ranger
Class for the D&D game. From that I built the AD&D version. Dennis
Sustarre was not a member, but he corresponded with me, and did a DRAGON
Magazine piece on the Druid Class. (I had them as NPC "Monsters" in D&D
before that.) From his material I crafted the new PC class.
I did the Thief, Assassin, Monk, Cavalier, Barbarian all by myself, as I'd done the three basic ones in OD&D. Same for the demi-humans. Tim Kask had a hand in creating the Bard class.
Most of the new material
was introduced into my campaign first, then done in DRAGON as articles,
then appeared in the PHB or UA.
Quote:
Originally posted by
optimizer
Howdy!
Thanks for the response!
Did you have trouble finding volunteers to try the new classes? Did any of them catch on so well that people decide to continue playing them beyond the playtest period?
Thanks again!
Mike
Hi Mike
Well shucks!
We weren't formal in play
testing.
When I had new material
I'd just pass it sround to the guys, and let them decide what to do about
it--or sit down and DM the adventure
Terry Kuntz played the first
monk character, and he loved it.
We had several assassins,
but nobody played one for a long period of time.
Tim Kask played the first
bard IIRR.
Druids were very popular,
and he had been playing one regularly.
From the in-game experience
I'd fine tune the new class and then get it into print so other gamers
could have at it.
Pretty much the same with
adventure modules.
Cheers,
Gary
Quote:
Originally Posted by mistere29
What about attribute requirements
for classes. Did you hold your players to them?
But of course! Usually that
meant the player with a specific class in mind about to create a character
would roll up quite a few before one fit the bill, but that was considered
part of the fun
Quote:
Originally Posted by mattcolville
My only question for the
moment involves the classes in 1st ed. AD&D and their inspiration.
In many discussions about design, I've referenced those classes and said
"If there had never been Aragorn, there would be no Ranger." Ditto the
Thief with the Grey Mouser. It's presumptuous of me to say such a thing,
especially considering you're right here and I can just ask you. To what
extent were the original classes inspired by/modeled on specific characters?
The Ranger class was originally
devised by Joe Fischer, then a regular in my D&D game group. I published
his initial treatment of the class in The Strategic Review, thereafter
revised it and included it in the core game rules. Of course it is apparent
that Joe based the class on JRRT's work and Aragorn. Likely a forester
of some sort would have been created at some point, but it would have been
quite different from the Ranger as it appeared. certainly.
The Thief was based on Jack of Shadows (Zelazny) and Cugel (Vance) with a touch of REH's Conan, rather than solely on the Gray Mouser. Mouser was too good a swordsman to serve as the pure model.
What was done was tobuild
game characters based on broad archetypes, and where there were strong
fictitional characters of the archtypical sort, use them as central models.
Quote:
Originally Posted by VirgilCaine
What is your favorite character
class to play?
I mainly play a skill-based
system these days, but when playing a class-based one I don't ming any
of the main classes--fighter, mage, illusionist, cleric, druid, thief,
ranger, or some combination of those if playing a demi-human. The last
new PC I created was a gnome illusionist thief.
Quote:
Originally Posted by John
Drake
Hey there Gary
These are some pretty standard
questions I suppose, and no doubt have been asked this before, but I have
not been fortunate enough to have heard the answer.
So, apologies for the repeat
of query What I was wondering
was:
From a player's perspective, what is your favourite AD&D character class? If you do have one, for what reason is it your favouite?
Howdy,
I usually play a magic-user,
fighter, or a multi-classed demi-human--such as an illusionist thief--when
I play OAD&D.
I don't mind playing a cleric,
druid, or ranger though. It is just that I began RPGing when class choices
were more limited, so most of my established PCs are fighters, or magic-users.
When I am tired, I always
opt for a fighter, when feeling full of vinegar I prefer a mage.
Quote:
Originally Posted by zakon
Hmm...what to ask...
Did you ever plan to have "specialized" classes like the assassin or acrobat, or did they just crop up?
Howdy!
The assassin is an archetype,
not any more specialized than most of the other classes.
The thief-acrobat was an
attempt to make the nimble swashbuckler of many a motion picture the same.
So to the point, I did indeed plan those types of characters.
Cheers,
Gary
Quote:
Originally Posted by jokamachi
Hey, Gary,
Good to see you on the boards these days. Hope everything is well in your corner. Anyway, I've got a burning question for you:
Should I play a thief or a ranger?
Best Wishes,
Jokamachi
P.S. Have you seen Chimes at Midnight yet?
Which PC you plat depends on what you want to have your character do in the adventures, scout and fight mainly outdoors or skulk mainly indors and perform what it rakes to purloin valuables.
As for Chimes at Midnight, which I assume is a film, no. What genre is it?
Cheers,
Gary
<trim>
Quote:
Originally Posted by airwalkrr
So in other words, it was
felt by you and the other designers that classes like the paladin (which
typically required more XP per level) were more powerful than classes like
the thief (which was the power-leveller of the game) and that they needed
to level at different rates to remain equivalent? Was that the rationale,
or is there another element of balance I am missing?
Properly, there were no
other designers involved in this regard, and it was my sole decision, mostly
my sole creative input in fact.
I do believe that the millions of persons that played and enjoyed the AD&D game demonstrate the correctness of my design choice,much of it based on playing the D&D game intensley for four years, averaging about 20 or more hours of DMing and play a week over that period.
Cheers,
Gary
Treebore,
I pretty well concur with what you state, and most of the AD&D game audience certaoinly does. All character classes are not equal, but the differing advancement requirements helps to keep them relatively so.
Cheers,
Gary
Quote:
Originally Posted by Doug
McCrae
Gary, what were your inspirations
for the D&D party? The small band of adventurers each with different,
but equally useful, skills and abilities has been a very important concept
in roleplaying games, yet it seems to have few analogues in fiction.
Indeed, as far as I know
there are no literary parallels of the FRPG adventuring party.
My insporation was from
wargaming, the mix of arms on the battlefield.
Infantry
= fighter,
rangers/spoes
= thief;
medical/priest
= cleric,
artillery/engineers
= magic-user.
Cheerio,
Gary
Quote:
Originally Posted by haakon1
I tend to agree. Though
I wouldn't go as far as you would in saying M-U's were the be-all-and-end
all, I do think M-U's had a very low survival probability at lower levels
in AD&D, and were more powerful than the other classes at higher levels.
Fighters, on the other hand, took a strong lead and weakened over time.
Clerics and thief-types were more in the middle -- overall, clerics seem
the most durable characters and got decent power at high levels.
Perhaps I only say that because my highest level character was a cleric . . .
If the group is playing
cooperatively, the others protect the low-level m-u most assiduously knowing
that later on he will be the one that will carry the day for them/ Thus
the viabillity if such a character should be high when part of a thoughtful
player group
Cheers,
Gary
Cavalier +
Paladin +
Cleric +
Druid +
Fighter +
Barbarian +
Ranger +
Magic-User +
Illusionist +
Thief +
Assassin +
Monk +
Bard +
Samurai +
Shukenja +
Sohei +
Bushi +
Kensai +
Oriental Barbarian +
Wu Jen +
Ninja +
Yakuza +
Good Priest +
Neutral Priest +
Evil Priest +
Knight of the Crown +
Knight of the Sword +
Knight of the Rose +
White Magician +
Red Magician +
Black Magician +
Tinker +
cf. Lejendary Adventures (page 32)
Demonurge
Desperado
Ecclesiatic
Elementalist
Forester
Jongleur
Mage
Mariner
Noble
Outlaw
Rogue
Soldier
Warlock
Reduce - Reuse - Recycle