From the Sorcerer's Scroll
Character classes to consider
by Gary Gygax
 
Mystic Knight Savant Mountebank Thief-Acrobat
- - Jester - -
The Grand Druid Personalizing Characters More on Barbarians Late News Beware of Imitations
Dragon #65 - Classes - Dragon magazine

The barbarian class (issue #63) was, as mentioned, only one
of several new classes being considered for inclusion in the
expansion volume for the ADVANCED D&D® game system.
You, Loyal Readers, have a chance to input into this projected
work, and I would be pleased very greatly if you would do so.
The classes under consideration are listed below. Let me know
which you like best, which least. I will then work up each class
fully and present them, in order of preference, in this column.
This will be done prior to publication of the new book. If time
presses, perhaps the Understanding Editor will allow sufficient
column space to run two classes in one article. What follows is a
brief explanation of each proposed new class. Again, your
comments will be received with
pleasure!

CLERIC — Mystic: This subclass
of clerics is concerned
more with prediction and detection
than are other sorts of clerics.
All mystics are of Good
alignment, although they can
be chaotic, neutral, or lawful
within the Good alignment. As
with other sorts of clerics, mystics
would have seven levels of
spells, but most would be of the
sort to divine or detect. However,
some new spells, and some
very powerful upper-level spells,
are planned.

MYSTIC IN LOVE,
By Leo && Diane Dillon
(1973)

FIGHTER — Cavalier: This
sub-class of fighter must be of
knightly or noble origin, so the
class type would be usable only
in those campaigns which had
social systems of a sort appropriate
to this. This class allows
any alignment. It differs from
other types of fighters mainly in
that its members would have
more basic weapons, horsemanship,
and possible organizational
abilities to allow for
more henchmen and followers. At its upper levels, the class
would also gain additional strength and constitution points due
to training and exposure to hardship.

WIZARD — Savant: This sub-class of magic-user specializes
in knowledge, understanding, and arcane subjects.
Thus, as do mystics, savants possess a fair range of detection
spells. Although they know many standard sorts of spells as
well, savants have many new magicks in the nine levels of spells
possible for them to employ. Savants, can use spells common
only to clerics and druids, and at higher levels can read
and employ scrolls of all sorts. Because of the scholarly aspects
of this proposed class, elven and half-elven savants are envisioned
as being able to progress several levels higher than if they
were normal magic-users; i.e. 14th or even 16th for elves, 10th
or 12th for half-elves. Savants can be of any alignment.

THIEF — Mountebank: This sub-class of thief specializes in
deception, sleight of hand, persuasion, and a bit of illusion.
These factors, together with speed, are what the mountebank
relies upon. However, disguise and theatrics also provide valuable
tools of the trade to this class, so that one might never
know one has been had by this class.

THIEF — Specialization, Acrobat: A normal thief, after attaining
a medial level, can opt to continue as normal or become an
acrobat. Although no further skills of the type which considers
manual dexterity would be gained, the thief-acrobat would gain
skills in leaping, vaulting, tumbling, tightrope walking, etc.
Such a thief-type would be the cat-burglar sort. The earlier
specialization takes place, the greater the acrobatic skills, as
this specialization would have an upper limit of skill.

JESTER — Rob Kuntz, in his currently unpublished module,
The Tower of Zaeen, has included
a jester. A recent
DRAGON™ Magazine (issue #60)
also included the jester as an
NPC class. Because I have also
considered the jester as an actual
class for the game, I have
not as yet read either description.
Jesters, as I envision them,
can be of human, gnome, or
halfling race. (Elves could never
permit themselves to be so debased;
dwarves are far too serious
and just plain humorless.)
Alignment is as desired by the
player. A jester would have a
combination of verbal, magical,
and acrobatic skills which allow
the class to be viable even
though there is no great power.
Verbal skills would enable the
character to influence many
creatures toward kindliness,
humor, forgetfulness, thoughtful
consideration, irritation,
anger, or even rage. Magical
skills would have to do with
jokes and tricks — sort of a directed
wand of wonder with
some magic-user spells and illusionist
magic tossed in. Acrobatic
skills would be mainly
tumbling and juggling, with some magic tossed in there as well.
Level titles are: Wag, Punster, Masquer, Harlequin, Clown,
Juggler, Buffoon, Fool, Joker, Jester. Powerful at its upper
levels. the class will be less than popular with fellow adventurers,
I suspect, so that jesters will frequently have enemies and
travel alone. . . .
 
 


DMPrata wrote:
You mean except for the savant? 

(...which we'll never get to see thanks to the POG  )
 


Maybe...

...sometime after I have shuffled off this mortal coil someone going through the mess of junk I have accumulated will discover the lost noted for the Savant and Mystic and such other stuff that might have squirreled away in some obscure envelope, folder, and/or box.

Cheers,
Gary
 

THE GRAND DRUID
A study of the information pertaining to druids will reveal that
there must be something above the Great Druid, for each area
or land can have its own druid of this sort. Somewhere there is a
Grand Druid. This druid has 3,000,001 or more experience
points, is 15th level, and is attended by 9 druids of special sort
having nothing to do with the hierarchy of any specific area or
land. Thus, any character of Druid level may, in fact, journey to
seek the Grand Druid and ask to serve him.

The Grand Druid knows 6 spells of each level and is also able
to cast up to six spell levels as one or more additional spells.
Those who serve him are given three such additional spell
levels. Three Archdruids roam the world as messengers and
agents of the Grand Druid. These individuals are drawn from
his personal attendants who reach the level of Archdruid. Each
has four additional spell levels.

PERSONALIZING CHARACTERS
The statistics of one character can be much like those of
another, especially so if they are members of the same class.
However, name, alignment, deity, background development,
secondary skills, height, weight, and equipment all allow for
considerable differentiation. More important, as AD&D™ games
are for role playing, the individuality the players create, or
should create, will make as many differences between characters
of the same class as there are between real people. The
element of role playing must be stressed. Any player who does
not create a special persona for his or her character is not
participating in a role-playing game, but rather “roll playing”
with dice. But, for whatever it’s worth, here are some choices for
complexion, hair color, and eye color for characters. Players
who have not already made all this up for themselves should
use these choices to inspire more active personification of their
characters and more attention to role playing!

Complexion: black, dark brown, bronze, brown, coppery
brown, golden brown, tan, ivory, dark yellow, yellow, pale yellow,
copper, brown-red, olive, ruddy, pink, fair, pale, white,
grayish-white, gray.

Skin texture: flawless, fine, smooth, normal, coarse, very
coarse, pocked, leathery, seamed.

Hair color: black, blue-black, brown-black, dark gray, gray,
pale gray, white, silver, golden blonde, blonde, yellow, pale
blonde, honey blonde, blonde streaked (brown or red), redblonde,
copper red, orange-red, red, dark red, auburn, redbrown,
light brown, brown, dark brown, salt & pepper (brown/
black & gray), grizzled, gray streaked, white streaked.

Eye color: black, dark brown, brown, red-brown, yellowbrown,
amber, golden, pale yellow, hazel, green, bright green,
blue-green, gray-green, pale gray, gray, dark gray, blue-gray,
pale blue, blue, bright blue, dark blue, pale violet, violet, deep
violet.

MORE ON BARBARIANS
In the course of putting the Barbarian sub-class of fighter
together, one highly important piece of information was omitted
— rules concerning barbarians and creatures struck only by
magic weapons. I humbly apologize. Here it is:

Although barbarians do not employ magic weapons if they
can help it, their natural attack abilities make up for it. Just as
can monsters, barbarians are able to hit creatures otherwise
harmed only by magic weapons. Thus, at 4th level a barbarian
can affect creatures which require a +1 or better weapon to hit
them; at 6th level barbarians can affect creatures which require
+2 or better weapons to hit them; at 8th level they attack as if
they had a +3 weapon with respect to their ability to affect
creatures otherwise hit only by +3 or better weapons; and at
10th level, creatures affected only by +4 or better weapons can
be attacked successfully. At 12th level a barbarian can affect a
creature harmed normally only by +5 or better weapons. Despite
having the ability to strike such creatures, barbarians in
no way gain such a bonus “to hit” or inflict additional damage
because of the power. (Cf. “Creatures Struck Only By Magic
Weapons” in the Monster Manual.) Only barbarian fighter
characters have this ability, and it is not possible for any other
class or sub-class of characters to possess this power.

LATE NEWS
Most of you are not aware that soon I will retire from the
position of “sole authority” regarding the D&D® game system.
Frank Mentzer has “volunteered” to assume a new trainee position
where he will work directly with me.

That the Good Gentleman is talented need not be said. Those
readers who belong to the RPGA™ network already know that
and have played his modules. Those unfamiliar with his work
will see it soon enough in the additions to the DUNGEONS &
DRAGONS® game system. Frank began working with me in
July. Sometime in September he should be joined by the renowned
French designer, Francois Marcela-Froideval.

When the D&D game project is completed, Frank and Francois
will be joining me in putting the final touches on the pair of
new volumes for the AD&D™ game system. That work, along
with a few modules in both systems, should easily qualify them
to speak with complete authority on either. The upshot will be
more game material, better work overall, and more information
passed along by way of these pages. Please give Mr. Mentzer
and M. Marcela-Froideval a hearty welcome!

BEWARE OF IMITATIONS
All of you are well aware of how many “knock-off” products
are around. They are obvious because without AD&D campaigns
to latch onto, these cheap imitations would be unable to
stand alone. I have seen one which contains spells of various
sorts, including some over 9th level. DMs are cautioned against
use of any non-AD&D game spells of any sort. It is absolutely
stupid to include any over 9th level, for the game has nothing <note: Gary changed his mind about this; provide citation>
which warrants so powerful a dweomer. Certainly, deities are
employing magic of a slightly higher level, but that is dealt with
in a manner which prevents game imbalance. Do yourself a
favor and avoid all such fringe products. In the long run, your
players will thank you for it.

Quote:
Originally Posted by JohnRTroy
Allow me to elaborate on the classes with my best guesses, based on descriptions in old dragons, and some of these former classes were mentioned as possible professions in MYTHUS, save for the Jester. ...

Ciao, John

Good work as usual.
Just a couple of additions.
The savant and mystic were meant to deal with critters from other planes as well.
The mountebank could use disguise, impersonate, and with his patter or oration affect an audience of one or many more.
The jester could use several hurled missile weapons such as daggers, clubs, knives, throwing stars, etc. with speed and accuraccy.

Cheers,
Gary

<reference:scroll back>
 

Quote:
Originally Posted by Treebore
I don't think Gary is going to be fully converting to C&C. ...

I suppose Gary could look at the C&C classes and tell us which bundles of skills to adapt to that class.
I suspect we could do an equally good job of it, so why have Gary do it?


Right on!

I much prefer the LA game system to any class-based one, even one with skill bundles.

I won't spend a lot of my waning creative energy cooking up material for anything to which I am not most dedicated.
I enjoy the C&C game system, and I'll likely do small bits and pieces, but whole new classes are not in the cards.

Mountebank--a skilled liar/slight of hand trickster/minor illusionist/thief
Savant--a learned character also knowing arcane things and having minor magic-use
Mystic--an augur-clairvoyant with minor monk and cleric abilities
Jester--a gymnast-tumbler with some special spells for attention, laughter, anger, etc.

That should start the creative thoughts flowing 

Cheers,
Gary

Quote:
Originally Posted by ColonelHardisson
Yes, that will help quite a bit.


Howdy Colonel!

I should have mentioned that I was working on special spells for the Mountebank, Savant, Mystic, and Jester alike.
I had a fair list put together, some number detailed in draft form, but I fear all are long lost.

Cheers,
Gary

<mystic, savant>
<see THE AD&D COMPANION, by T. Foster, for some spells>

Quote:
Originally Posted by ScottyG
If you have access to it, you can find a version of these classes in Gary's Mythus game that you can use for inspiration.
Scott


Well...

Not actually classes at all in the DJ Mythus, but the general areas in question are considered therein, agreed.

Cheers,
Gary