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.
Plans change
Dear DRAGON,
In your answer to Mark Baxter (Letters, #106),
you stated ?. . . he (Gary Gygax) has no plans at
present to preview these classes through articles
in the magazine.? In ?From the Sorceror?s
Scroll? in issue #65, Mr. Gygax said he would try
to get these classes in the magazine before they
get into a book, including putting two in one
article.
What caused this discrepancy? Did the Kindly
Editor forget about that article after three and a
half years?
Brett Hansen
Pittsburgh, Pa.
(Dragon #109)
The two words in black type on top of this
letter say it all. Time marches on, and intentions
sometimes march off in a different direction than
they were originally headed. I?ll make two suggestions:
First, don?t hold us to any intentions we
expressed in a magazine three and a half years
ago. Second, whenever you see the words ?we
will do this,? read in the invisible phrase ?. . .
unless something happens to change that in the
meantime.? -- KM
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