| The new cavalier | - | Miscellaneous notes | - | Conclusion |
| Dragon 148 | - | Classes | - | Dragon |
The cavalier, based on the
knights of medieval Europe, has the potential to be a unique and interesting
fighter. Unfortunately, the cavalier described in Unearthed Arcana
is complicated to play and overly powerful. Some players say the
class should be eliminated,
but the cavalier can be revised to be a unique and viable class. This article
redefines the cavalier in AD&D® 1st Edition
games.
Cavaliers are warriors with
a background of nobility. Their training emphasizes mounted and personal
combat as well
as the leadership of military
units. They have a strict code of conduct, although nonlawful cavaliers
tend to ignore it.
Not all noble warriors are
necessarily cavaliers; some are paladins, rangers, or ordinary fighters
who come from the
noble classes. Like barbarians,
cavaliers cannot be multiclassed characters. In addition, cavaliers cannot
be reduced to
fighter status for their
actions, as their skills are not linked to alignment.
The new
cavalier
The following rules regarding
the cavalier are
unchanged from those given
in
Unearthed Arcana:
Experience points and HD
per level, incl. level titles (UA.15)
Ability to estimate the
worth of horses;
Bonuses to lance damage,
whether mounted or on foot;
Immunity to fear;
Parrying ability with shield
or hand weapons; and
Henchmen restrictions (UA.75)
The following rules from
UA
for the cavalier are removed from
the class:
Alignment restrictions:
Cavaliers may be
of any alignment at 1st
level and have the
usu. penalties for switching
alignments.
Why would all cavaliers
begin their careers
as good-aligned? To USE
the WORLD OF GREYHAWK setting
as an example,
the knights of Iuz
or the Great Kingdom
would be evil from the START.
Also, the idea
of characters switching
alignments without penalty,
as given in UA and
DRAGON
supplements to
that book, should be discouraged.
Zero-level Horseman
and Lancer levels:
These are weak and unnecessary;
it would
be simpler to require the
cavalier to be at
least Upper Middle Class.
+3 hp bonus at 1st
level: This is an unfair
advantage that is not logically
justified.
Ability to increase
STR, CON, and DEX scores:
This is an unfair idea.
The other fighter classes
could easily claim
that they also spend every
nonadventuring
hour training hard and increasing
their ability scores. Cavaliers
are now
subject to all limitations
by race && sex
on ability scores.
90% resistance to mind
attacks: Of all
the cavalier's powers, this
one most unbalances
the class. Once again, a
cavalier's training
does not cover this, and
the
power should be dropped.
+2 bonus on save vs.
illusions: A cavalier
is trained in combat, not
magick. If
anything, a cavalier should
be more susceptible
to illusions due to a lack
of familiarity
with spells. However, if
this power is
simply dropped, the cavalier
will again be
equal to the other fighter
classes in this
regard.
Ability to function
at negative HP:
This is another idea that
is hard to justify.
Why would this power be
linked to alignment?
Cavaliers will be unconscious
at 0 to -9 HP
and dead at -10 HP, as with
other classes.
Healing is at normal rates.
Charge at all opponents
in sight: This is a
foolish and unrealistic
notion. Even prideful
historical knights would
retreat when
they absolutely couldn't
win. Knights are
sometimes reckless, but
they are not stupid.
They are trained to lead
armies, and
would not immediately charge
the enemy.
These rules from UA are modified:
Class type:
Cavaliers are now a subclass of
fighter and use the fighter's
combat and
saving-throw tables.
Ability score requirements:
Cavaliers
must have a min. STR, CON,
and CHA of 13.
Cavaliers have no prime
requisite and cannot
gain bonus XP.
Social class:
Cavaliers must have a min.
social class of 56, as Upper
Middle
Class. This roll will determine
their starting
money (see UA, page
82,
and "Starting money" section
elsewhere
in this article).
Racial limits:
Only humans, elves, and
half-elves can be cavaliers.
Among elves
and half-elves, only those
of gray, high,
and valley elf stock can
be cavaliers. Drow
cannot become cavaliers,
since horses are
not used underground.
Preferred weapons:
Cavaliers prefer to
USE any sort of lance, any
sword (except
short and khopesh), scimitar,
horseman's
mace, horseman's flail,
horseman's pick,
dagger, hand axe, javelin,
and bec de corbin.
Elves and half-elves ADD
either a short
bow or short composite bow
to the list.
These weapons must be taken
as weapons
of proficiency before any
others can be learned.
Mounted combat combat
bonuses with weapons
of choice:
Delete all the UA rules
on this subject. Instead,
at 1st level,
the cavalier has three weapon-proficiency
slots. These must
be used to gain proficiency
with: a lance (any); a sword
(any except
short, khopesh, or two-handed)
or
scimitar; and a horseman's
weapon (mace,
pick, or flail). These three
weapons are
known as the cavalier's
weapons
of choice.
The cavalier has a +1 bonus
to hit w/
these weapons, and a +2
to hit when
mounted. The # of atacks
per round
w/ these weapons is:
levels 1-6, 3/2;
7-12, 2;
13+, 5/2.
Armor restrictions:
Cavaliers will not
use leather armor, studded
leather armor,
padded armor, or wooden
shields. Other
than this, they are free
to wear any type
of armor they choose. In
large battles,
they will wewar the heaviest
armor available.
While adventuring, they
will be more flexible
(e.g., they will not insist
on wearing plate
mail in the desert).
Training: From
levels 1-9, a cavalier must be
trained by another cavalier
at least two
levels higher. The cavalier
must pay normal
training fees.
Followers:
Cavaliers can gain henchmen
as noted in UA.75.
Material on followers on
pages 74-75 is
ignored. To gain men-at-arms
and followers,
the cavalier must be of
9th level or
higher, must build a castle
or keep, then
must clear an area for 20-50
miles around
the castle. When construction
is completed,
the cavalier will gain men-at-arms,
all of zero level with 5-8
HP and the same
alignment as the cavalier.
The men will consist of:
20-50 light cavalry (ring
mail, shield, three javelins, light lance,
scimitar (saber), light
war horses).
10-40 heavy cavalry (chain
mail, shield,
broad sword, heavy lance,
heavy war horse
in chain barding).
20-50 heavy infantry (splint mail, pike, falchion).
10-40 crossbowmen (ring mail, heavy crossbow, falchion).
In addition, the cavalier
will gain all
retainers noted in UA.75
(but replace Horseman and Lancer w/
two Armigers) and four zero-level
men
with the following craftsman
proficiencies:
animal trainer (horse),
armorer, blacksmith, weaponsmith.
Pennon and heraldry:
The cavalier is not
required to display a pennon
or coat of
arms unless he has built
a castle, but a
pennon may be displayed
at any time
before then.
Hospitality:
The cavalier cannot expect
hospitality from other cavaliers
until he
becomes a landholder (i.e.,
builds a castle).
Proficiency slots:
Cavaliers gain one
weapon and one nonweapon
proficiency
slot for every three levels
beyond the 1st
(4th, 7th, etc.) <>
Starting money:
Despite the rules at UA.25 regarding
starting funds. Instead
of equipment, the
cavalier receives only a
# of GP at
1st level. The amount depends
on
the cavalier's social class
roll (UA.82):
| Roll | Funds |
| 56-87 | 50-200 gp (5d4 x 10) |
| 88-96 | 90-200 gp ([1d12 + 8} x 10) |
| 97-99 | 101-200 gp (1d100 + 100) |
| 00 | 155-200 gp (5d10 + 150) |
Paladins: It
is not a good idea to combine
cavalier and paladin powers
into a single
character. This creates
a character who is
much too strong. Under the
variant rules
given here, the paladin
is treated according
to the rules in the 1st
Edition PH.
A special type of royal
paladin is
not needed, since random
social class
rolls allow for high-born
paladins.
Background:
A cavalier is not likely to be
an only child or a first-born
(10% chance).
If he was, the PC would
be kept at home
as the immediate heir to
the family lands
and holdings. If a PC cavalier
is an only
child or first-born, it
is likely that the
cavalier's parents are dead
or have lost
their holdings, forcing
the PC into the
insecure life of an adventurer.
The DM
and players can create the
details.
BATTLESYSTEM
supplements:
Cavaliers
have a +1" bonus to their
command
radius in +addition+ to
all other bonuses.
Units led by a cavalier
have a +1 bonus
on rally attempts. All these
reflect the
cavalier's training in military
leadership.
Chivalry and knighthood:
The rules on
these subjects are now optional.
The PC
cavalier is an independent,
free-willed
adventurer. His skills are
not dependent
on alignment or service
to another; they
are the result of military
training. The
cavalier can change his
alignment but not
his class. Therefore, a
PC cavalier does not
have to be nighted, be in
the service of
another, or be devoted to
any cause. If the
DM and players desire, these
aspects of
chivalry can be added.
The code of chivalry is well
detailed in
UA, though it is
heavily
slanted toward law and good.
SInce cavaliers
can be chaotic, neutral,
and evil,
obviously many would ignore
various
parts of the code. Chaotic
cavaliers would
resist this restrictive
set of laws, while evil
ones would hardly render
"cheerful service" or
"courtesy." Again, it is
the player's
choice to follow the code
of chivalry (and
incur all the penalties
for doing so).
Conclusion
The purpose of this article
is to turn the
cavalier into a viable character.
With these
variant rules, the cavalier
is a subclass of
fighter equal (but not superior
to) to the
paladin || ranger. The revised
cavalier is
similar to the original
paladin: Both sub-classes
are similar to the fighter
in regard
to HP and combat abilities,
and each
has a special immunity and
unique abilities.
Both also lack weapon specialization,
which puts the fighter back
on =equal= footing.
FORUM
I am writing in response
to David Howery?s
article, "The Corrected Cavalier"
(DRAGON issue
#148). That is a somewhat
facetious title since
the AD&D cavalier
class was fine long before
Mr. Howery "corrected" it.
I will respond to
each of his arguments or
changes in order.
First of all, Mr. Howery claims
the zero-level
Horseman and Lancer levels
are ?weak and
unnecessary.? This restriction
was put into the
rules to make the cavalier
class a bit weaker,
which Mr. Howery seems to
want in the first
place. A cavalier not of
the appropriate social
class should have to go through
those levels as a
substitute for the training
that an upper-class
cavalier has received all
of his life. These zero
levels also serve another
function: that of keeping
the cavalier field from getting
overcrowded.
These levels provide role-playing
opportunities,
with the reward of the enhanced
abilities of the
cavalier if the Horseman/Lancer
survives.
The +3 hp bonus at 1st level
is justified if you
figure the possible number
of hit points if the
cavalier had proceeded through
the zero levels.
To compensate for the difference,
a character
starting at 1st level should
be awarded these.
Also consider the fact that
a cavalier has been
training for the better part
of his life, and 3 hp
don?t seem so ?unfair.?
The biggest gripe I have with
Mr. Howery?s
article concerns the protection
from fear aura
of the cavalier, which he
describes as ?a semimagical
power that is completely
beyond a cavalier
?s training.? Paining has
nothing to do with
it. In any combat situation
in which a combatant
displays fearlessness in
the face of danger, that
fearlessness is contagious
and instills courage in
those allies nearby. A cavalier
is the living definition
of fearlessness, and anyone
subjected to
that aura should be similarly
affected.
The cavalier?s training is
pure discipline. This
discipline includes the mind
as well as the body,
and when combined with a
cavalier?s firm and
singular determination to
fight and dominate, it
makes the cavalier?s 90%
resistance to mind
attacks easy to justify.
In battle it is even easier.
Consider the cavalier?s battle
lust as something
approaching insanity. Against
an insane character,
mind attacks are similarly
useless.
Mr. Howery states that ?a
cavalier is trained in
combat, not magic?; thus
they should be more,
not less, susceptible to
illusions. On the contrary,
the cavalier is trained every
day in combat
with that which is real and
can be killed.
The discipline of the mind
comes into play
again. [The saving-throw
bonus vs. all illusions
is] not so much an ability
to resist them as it is,
because of a cavalier?s firm
base in reality, an
inability to believe.
In the next paragraph, Mr.
Howery kills the
idea of cavalier?s functioning
at negative hitpoint
totals. Once again, it goes
back to the
cavalier?s training. The
cavalier is probably in
the best physical condition
of any class. Combine
this fact with the aforementioned
cavalier
mind-set, and it?s not hard
to see how a cavalier
would find the willpower
to remain conscious
after reaching or surpassing
zero hit points.
However, I do agree with
Mr. Howery that this
should not be restricted
by alignment.
While I agree that a cavalier
will not foolishly
charge into a very obvious
defeat, if there is any
chance at all for even a
marginal victory or for a
chance to gain great honor,
the cavalier will do
just as the book [Unearthed
Arcana] says. In any
case, a cavalier will never
retreat.
Now we?re into the modifications.
Cavaliers are a class of their
own, not a subclass
of fighters, and should remain
such. Since
the cavalier already uses
the combat and saving
throw tables for fighters,
there is no need for
this modification.
The rules concerning social
class, horsemanship,
proficiencies, and starting
money should
remain as per Unearthed
Arcana, because they
were obviously correct to
the cavalier class. Mr.
Howery gives no reason or
explanation as to
why the changes are made
or even needed.
Mr. Howery?s argument against
drow cavaliers
is absurd (?Drow cannot become
cavaliers, since
horses are not used underground.?).
Even if a
drow was raised most of his
life underground,
as a member of the upper
class he would have
ample opportunity to ride
many beasts, not
necessarily horses. The skill
is transferable?
thus the rule that drow must
be sponsored so
they can receive the proper
training. Who?s to
say, however, that a drow
was born underground?
And how many of those drow
adventurers
still live underground? There
are many
opportunities for a character
that is a drow to
become a cavalier.
As to armor, a cavalier?s
armor is, as Unearthed
Arcana states, a ?badge
of station.? Thus
a cavalier will wear nothing
but the best armor,
no matter where that cavalier
may be. If a
cavalier cannot endure hardship,
he should
hand in his weapons and retire.
There is no reason to change
training rules or
follower tables, as they
are quite adequate the
way they are.
The cavalier should be able
to expect hospitality
from any like-aligned cavalier,
being that a
cavalier is a noble from
another kingdom.
Restricting hospitality to
those cavaliers who
own castles is off the wall.
Also, a cavalier does
serve a lord; he is not self-serving.
Just as a
paladin serves his god with
all his heart, so does
a cavalier serve his liege.
Mr. Howery creates a cavalier
class with a
balance similar to the original,
but it is much
less original and fun. If
one cannot live with the
power of a cavalier, or the
problems that one
must endure to remain a living
cavalier, one
should play a fighter.
Daniel J. Stephans II
Winona MN
(Dragon
#152)
I am writing in response to
David Howery?s
article, "The Corrected Cavalier,"
that appeared
in issue #148. I believe
this article?for the most
part?deprived the cavalier
of all his uniqueness
and credibility. In the AD&D
game, in which
wizards and dragons run rampant,
cavaliers
should be the stuff of legends.
Look at St.
George, King
Arthur, and Sir Lancelot du Lake
and the other Knights of
the Round Table. It is
obvious that Mr. Howery is
seeking to bring the
cavalier down to a more balanced
level, essentially
becoming an ordinary fighter.
The alignment restrictions
I agree with totally,
but I would add that a lawful
cavalier should be
a rarity due to the reckless
and chaotic behavior
associated with the cavalier?s
desire for combat.
The zero-level Horseman and
Lancer levels are
necessary. Why? Because you
can?t transform a
squire into an above-average
jouster overnight.
The +3 hp bonus at 1st level
is justifiable.
Cavaliers are supposed to
be the toughest people
around. Isn?t it logical
that ?tough? would
equate to ?more hit points?
in AD&D game
terms? The ability to increase
strength, dexterity,
and constitution scores may
seem unfair, but
look at how a cavalier must
accomplish his
levels; he must be trained
by another cavalier at
least two levels higher than
himself. This training
comes from an established
hero, a knight
who is highly skilled and
a superb warrior. Any
Joe Schmuck can be a fighter,
but a cavalier has
many more requirements to
meet in order to
become a knight (e.g., higher
ability scores,
social class status, and
racial limitations.)
The protection from fear aura
should not be
allowed; that is unfair.
However, the cavalier
himself should be immune
to fear, regardless of
its origin. I think this
because knights shouldn?t
have to back away from a
fight or have to
surrender unwillingly. ?Cavalier?
is not synonymous
with ?coward?; the two words
are antonyms.
This is the same reason why
a cavalier
should be 90% resistant to
mind attacks. Picture
this: A brave and bold knight,
known throughout
the land for his heroics,
engages a mummy
in combat; he fails his save
and goes running
home, a whimpering and sniveling
coward, to
face his people.
The +2 bonus to saves vs.
illusions is very
important to the cavalier?s
sense of pride. How
would you feel if you attacked
something that
wasn?t real? Though the cavalier
knows nothing
of magic, he is trained for
reality. He knows the
effects a crucial blow from
his long sword
would have on an ogre and
how that ogre
should react to the blow.
An illusionist controlling
an illusory ogre might not
know this. Furthermore,
that illusionist may be unfamiliar
with the fatigue associated
with five rounds of
melee combat. Therein lies
the reason for the
bonus to his saves vs. illusions.
The cavalier is
accustomed to sweat, blood,
pain, and exhaustion,
especially if he is a veteran
of some war.
The ability to function at
negative hit points is
easy to justify. Cavaliers
are excellent warriors,
used to sparring with fellow
knights or engaged
in lethal combat with some
foe. Shouldn?t that
mean that they are less susceptible
to the damage
they might have sustained
from being hit,
bruised, beaten, and bloodied
for most of their
lives? Mr. Howery is right
about this power
being linked to alignment.
It should be open to
all alignments. Healing rates
should be at normal
rates.
Charging at all opponents
in sight is definitely
a foolish idea. Cavaliers
may be gutsy and brave,
but they are not stupid.
Would a 3rd-level
cavalier charge a type III
demon? There is a
correction to be made here
in the article, however:
Cavaliers are always reckless.
It?s their
nature. After many dungeon
adventures, perhaps
a certain cavalier would
tone down his
reckless nature. Maybe he
had run into too
many pit traps earlier in
his career, and now he
checks floors for stability
where he thinks there
is reason to do so.
Cavaliers should not be a
subclass of anything.
They are separate because
this is a highly skilled
profession. Mounted combat
is a cavalier?s
specialty; he is born to
the saddle. All the rules
from Unearthed Arcana
on this should stick.
Most of the other changes
made to the class I
can live with, except for
the note on paladins.
Paladins are the epitome
of knighthood, the
purest and most noble cavaliers.
?Sub?-class
seems to make this class
appear less important
than the cavalier; it is
the other way around.
But it is accurate as far
as gaming terminology is
concerned.
Knights are what AD&D
game heroes should
be. You must take into consideration
the aspect
of pure fantasy. Any poor
peasant boy playing
in the cobblestone streets
of some large city
might happen to see a muscular
and grim-faced
knight ride by, decked out
in a shiny suit of
plate mail, sitting atop
the largest horse the boy
has ever seen. This sight
might inspire the boy
to become a swordsman of
some type later in
his life, in order to become
a great hero like that
knight. Perhaps he would
only receive a
weapon-specialized fighter
status due to his
social class, but being a
knight would always be
his dream.
So, one can easily see why
the cavalier class
should remain unchanged (save
for a few
things) and stay as powerful
as it is. Taking some
of the class?s powers takes
away from its reputation.
Cavaliers should be looked
upon as the
medieval, superpatriotic,
gung-ho Marines. They
are meant to be the finest
warriors of the land
because they are men who
dedicate their lives
to a military lifestyle.
A cavalier knows swords,
armor, shields, heraldry,
strategy, pride, glory,
courtesy, and service to
either a cause, person,
or an order of knighthood.
Above all else,
though, the cavalier knows
how to fight! That is
what he lives for and dies
(gloriously) for.
Jeff Cliber
Emmitsburg MD
(Dragon
#152)
This is in response to Daniel
J. Stephan?s and
Jeff Cliber?s criticism of
my article ?The Corrected
Cavalier,? in their ?Forum?
letters (issue
#152). I?d like to explain
some of the reasons
behind my suggestions.
Dropping the 0-level cavaliers:
It?s true that
squires are not turned into
knights overnight.
But this is true of all PCs.
All are assumed to
have gone through ?basic
training.? The cavalier
should not be treated differently,
since it only
creates a very weak fighter.
Dropping the +3 hp bonus
and ability to stay
conscious at negative
hit points: I?m still not
convinced that the cavalier
should have any
ability to take more damage
than any other
fighter. Both Daniel and
Jeff argue that the
cavalier is the most physically
fit person in the
world. I disagree. In terms
of physical fitness
and clinging to life, the
barbarian should be
above all fantasy classes.
The rigorous life of a
medieval knight was nothing
compared to the
harsh life of a Mongol, and
the Mongols proved
it by slaughtering the Teutonic
knights at
Liegnitz. Viking berserkers
and Apache warriors
outdid the knight in stoically
facing pain.
The cavalier?s combat skills
should be slightly
different from, but not superior
to, the other
fighter classes.
Dropping the protection
from fear radius:
Daniel argues that the cavalier?s
fearlessness in
battle will inspire his comrades,
rendering them
immune to fear. If this is
true, why is this power
limited to those of only
good alignment and
within 10? instead of all
within sight of the
cavalier? And why is this
power limited to
cavaliers? The other fighters
can be fearless and
reckless, too, but they don?t
inspire others. In
any case, this dubious morale
trick would have
no bearing in cases of magical
fear, which
attacks all characters directly.
As noted in my
article, I have no objection
to the cavalier himself
being immune to fear. It
is an ability of
limited usefulness, like
the paladin?s immunity to
disease. Thus Jeff?s example
of a cavalier fleeing
from a mummy would not happen,
even if using
my revised cavalier.
Dropping the 90% resistance
to mind attacks
and the +2 save vs. illusions:
Both Daniel and
Jeff argue strongly to keep
these abilities in the
class. I?m not convinced
by their arguments,
since those arguments are
based solely on
combat training. This isn?t
enough to grant
these kind of powers. A barbarian
would know
more about how things react
when hit with a
weapon since he is likely
a skilled hunter, but he
gains no bonuses for it.
I?ve had experience in
running cavaliers, both as
a player and as a DM,
since the class first appeared
in DRAGON Magazine
and after the Unearthed
Arcana revision. I
found that these bonuses
unbalance the cavalier
more than any other single
ability.
Class type: It is ridiculous
to call the cavalier
anything but a fighter. They
both use the same
combat tables, saving throws,
hit dice, strength
bonuses, constitution bonuses,
and magical
items. Their skills are all
combat related. Cavaliers
are closer to the original
fighter than the
ranger or paladin, who have
several noncombat
skills. Jeff objects to the
word ?subclass,? implying
it means ?lesser.? Okay,
call them ?fighter
variants? or something similar.
Why dither over
semantics?
Starting money: I recommend
this change,
since one lucky roll would
give a 1st-level cavalier
full plate armor, a heavy
war horse, and
weapons, with a minimum of
130 gp. It is ridiculous
for a starting character
to have so much,
not to mention unbalancing.
Proficiencies: I recommend
that the Wilderness
Survival Guide’s land-based
riding proficiency
replace the Unearthed
Arcana‘s cavalier
skills, since it is more
detailed. The changes to
the weapons rules were to
make sure that the
cavalier takes knightly weapons
(lance, sword,
horseman?s weapon) and to
simplify the
mounted bonus. Actually,
on thinking further
on the subject, I?d now recommend
removing
the weapons of choice bonuses
completely. This
would allow the fighter,
who can specialize, to
stay equal in power to the
cavalier, who would
be limited to nonspecialized
attacks.
Armor: Daniel argues
that the cavalier must
absolutely always wear the
heaviest armor
available, out of pride.
Okay, send that man in
plate armor to the desert.
Following the WSG
rules, after one or two fights,
the cavalier will
be down with heat stroke.
Better yet, send him
to a humid jungle, where
his gear will rust
away. If the cavalier isn?t
allowed a little flexibility,
the DM cannot run adventures
for cavaliers
in warm areas.
Service: I don?t agree
that all PC cavaliers
must be in service to a liege.
This limits the PC?s
background and freedom of
action, and thus
limits role-playing. If the
player and DM agree,
the PC can be a knight of
the realm, but he
should have the option of
being a free-willed
adventurer, a knight errant
free to do heroic
acts or dastardly deeds,
as alignment dictates.
Recklessness and retreating:
Being highborn
and militaristic, cavaliers
are often the leaders
of armies. As such, they
must not be required to
charge headlong at every
enemy. They also
must be allowed to retreat
if necessary to save
their troops from being slaughtered.
There are
many historical examples
to justify this. When
adventuring on their own,
however, cavaliers
can be required to be more
reckless.
Race: I concede that
drow could be cavaliers,
if raised aboveground. A
drow would still have
problems with sunlight and
prejudice.
Followers: This change
was done to prevent
the cavalier from being saddled
with followers
at low level. Without a castle,
the cavalier has
no place to house his troops
and has no real
need of them. The table was
drawn up to simplify
the process.
Increasing ability scores:
I recommend dropping
this ability because it isn?t
justified. Any
other fighter could claim
to be training continually
to raise his scores. For
all other classes,
raising ability scores comes
rarely and never
cheaply; allowing the cavalier
to do so destroys
this whole concept.
Paladins: As was done
in the AD&D 2nd
Edition game, the cavalier?s
powers should be
kept separate from the paladin?s.
Requiring the
paladin to be a cavalier
limits the paladin?s
background; he cannot rise
from the poor,
downtrodden peasants as a
champion. Also, the
combination of powers is
too strong for one PC.
Most of all, my revision of
the cavalier was
done to keep the class?s
power equal to the
others; players resent it
when one of them has a
superpowerful dominant PC.
The ideal party is
made up of PCs with strengths
and weaknesses,
so each is dependent on the
others. The cavalier
has too many strengths and
damn few weaknesses.
It has been argued that my
revision
makes the class ?less fun.?
Looking at those
arguments, I find many of
them thin and
stretching logic to justify
the cavalier?s inflated
power. ?Less fun? here really
seems to mean
?less powerful.? Sure, it?s
great fun for the
player whose 1st-level cavalier
has full plate
armor, 17 hp, a heavy war
horse, 180 gp, immunity
to fear, and near-immunity
to mind attacks
and illusions. It?s not much
fun for the other
players whose PCs are trudging
along behind
the cavalier, with poor armor
and a handful of
gold, wishing they had more
to do.
David Howery
Dillon MT
(Dragon #155)
In response to the two pro-cavalier
letters in
issue #152?s ?Forum,? I observed
that the cavalier
class disappeared from the
AD&D® 2nd
Edition rules for a very
good reason: It was both
unnecessary and overly powerful.
Daniel Stephans and Jeff Cliber
cited ?logical?
justifications for the cavalier?s
many special
powers. I could give an equally
logical refutation
of each of their arguments,
but that isn?t the
point. The point is game
balance. Compare the
cavalier to the traditional
fighter, a time-tested
and well-balanced class.
What does the cavalier
get that the fighter doesn?t?
Better armor, high
social status, more starting
equipment, savingthrow
advantages, virtual immunity
to many
common spells, more hit points,
improved
ability scores, bonuses on
attack rolls, and extra
attacks per round. There?s
more, of course, but
those are the main points.
What does the cavalier
sacrifice for these overwhelming
advantages?
He?s required to adhere to
a code that is
pretty much the way many
AD&D game fighter
characters are played anyway
(violent, arrogant,
reckless, and suicidally
stubborn). In practice, as
the cavalier?s proponents
have suggested by
their comments, most DMs
won?t strictly enforce
this lone disadvantage.
Why play a cavalier? The most
obvious reason
is to have a more powerful
character, something
players like. But how can
a DM maintain any
kind of balance when one
member of a PC party
is so much more powerful
than the others? Not
only does this unbalance
play, it causes resentment
among the other players.
The other excuse for using
the cavalier is the
desire to play a noble knight.
A TSR writer
whose name escapes me [David
?Zeb? Cook, in
issue #121, pages 12-13]
defined cavaliers (and
barbarians) as fighters
with attitude problems,
and I think that sums it
up quite well. A character
?s personality and behavior
are role-playing
matters and should be left
in the realm of roleplaying.
A separate class based merely
on personalities
is unjustified and unnecessary.
Alan Clark
Herndon VA
(Dragon #156)
After reading the criticism
in issue #152 of
David Howery?s article, ?The
Corrected Cavalier,
? I had to respond. It seems
that most of the
arguments in favor of the
cavalier?s powers are
based on the idea that cavaliers
dedicate their
lives to training for battle,
and that this training
is the basis for their enhanced
abilities. I would
like to point out that the
fighter class, as the
name so aptly implies, is
the only class that
specializes solely in fighting,
and it has none of
the cavalier?s extra abilities.
The cavalier is a
knight, trained in honor
and horsemanship in
addition to pure combat.
It is hard to argue that
the cavalier should have
even the same combat
abilities as the fighter,
let alone the massive
advantages that it does.
For example, the 3 hp bonus
at 1st level gives
the cavalier 8.5 average
hit points, far more
than any class except the
ranger, without the
ranger?s penalty of eight-sided
dice thereafter.
Normal fighters cannot function
at negative hit
points or increase their
abilities through training,
even though their training
in these areas
should not be any worse than
a cavalier?s. Why
were these abilities not
granted to the fighters
originally? Perhaps the game
is not meant to
have so many people running
around with 18/00
strengths from ?training.?
Level advancement
already simulates increased
conditioning with
improving attack tables and
saving throws.
Even if one still believes
that the cavalier
should logically be superior
to the fighter, there
is also the consideration
of game balance. Unearthed
Arcana saw the addition
of powerful
new classes that threaten
to make the older
ones obsolete. Why bother
to play a lowly
fighter when cavaliers are
so much more powerful?
Some die-hard role-players
might enjoy
playing less-powerful characters,
but the fact
that another class can beat
fighters at their own
game is a serious flaw in
the rules. Weapon
specialization is an attempt
to make fighters
more competitive, but it
does not go far enough,
and I would suggest that
it is a move in the
wrong direction. Monty Haul
playing is already
a problem without writing
it into the rules.
Cavaliers should be different
from fighters,
not better. They are chivalrous
warriors trained
for mounted combat, not superheroes
who can
do anything. Thus, many of
the abilities granted
them are unnecessary and
illogical because they
make the cavalier an extra-powerful
fighter
instead of a separate class
with its own unique
features. I applaud Mr. Howery?s
attempts to
balance the cavalier?s abilities.
Nicholas R. Howe
Princeton NJ
(Dragon #156)