"Who's In Charge Here?" 
"Pyramid Power"  and leadership in the AD&D game
by Bryan Caplan
 
Interpreting the tables - - - -
Dungeons & Dragons Advanced Dungeons & Dragons - Dragon #129 Dragon magazine

In the Monster Manual, Monster Manual II, the FIEND
FOLIO® Tome, and Oriental Adventures,
demi-human clans and human villages
receive certain above-average level characters,
depending upon the number of demihumans
or humans present. For example,
on page 39 of the Monster Manual, it is
stated that for every 20 (male) elves, there
is one with above-average fighting ability:
a 2nd- or 3rd-level fighter in this case. This
seems to work in theory; in practice, however,
something is slightly amiss.

The main problem is that not all multiclass
options are covered in the previously
mentioned game books. The whole system
seems arbitrary, ignoring certain classes,
class combinations, and levels. But logic
dictates that there are more low-level
types than high-level types, though certain
levels are often missing while higher ones
are found in every community.

These problems alone weren?t important
enough to justify the effort it would take
to work out an entirely new leadership
system, completely rehashing the old. But
then, Unearthed Arcana came along, creating
even more problems! New classes are
now open to each race; more races and
sub-races have appeared. It now seems
reasonable to fix both systems at once.
Fortunately, the new Oriental races and
classes also fit neatly into the revised
system presented here.

Every race that establishes its own communities
is covered herein. There are
dwarves (gray, hill, and mountain), elves
(dark, gray, high, valley, wood, and wild),
gnomes (deep and surface), halflings (several
sorts), three basic types of humans
(barbarians <barbarian, Oriental barbarian>, Western or Occidental, and
Oriental), and korobokuru. Some races are
not included (the half-elves, half-orcs,
hengeyokai, and spirit folk), because they
generally exist in the societies of other
peoples, rather than creating their own
societies.

Once a community's inhabitants are
known, it?s easier to find needed NPCs,
plan invasions using the BATTLESYSTEM
supplement, or run urban adventures. Of
course, government, politics, and other
details should also be included, but these
campaign elements are up to the DM. The
purpose of this system is merely to determine
the leaders of any group of any
particular race.

The figures below are guidelines only,
meant for typical groups of humans and
demi-human races ? not every single one.
It is very possible that a group of five 1-HD
dwarves would be led by a 6th-level dwarven
cleric and no one else, or that three
dwarves may be encountered who are 6th level
5th-level, and 4th-level fighters,
respectively. The system described below
merely gives general guidelines for average
groups, not universal guidelines for
every group.

Interpreting the tables
Each of the major variations of the PC
races receives a table herein, listing the
exceptional NPC leaders gained because of
group size. There are a couple of things
that should be explained about these
tables, however.

All exceptional characters are in addition
to a group?s total number. For example, a
group with 10 1-HD dwarves gains two
2nd-level fighters and one 3rd-level fighter,
plus one 1st-level cleric and one 1st-level
thief. This does not mean that three of the
10 1-HD dwarves ?become? higher-level
fighters, one of the dwarves becomes a
cleric, or another becomes a thief; it
merely means that there are additional,
leader-type dwarves. Furthermore, these
additional leaders do not add more leaders.
In other words, the above group
would not suddenly be counted as a group
of 15 dwarves after its leaders were assigned.
Instead, the group receives the
leaders appropriate for a group of 10 1-HD
male dwarves, and that is the end of it.
Otherwise, the problems could go on
forever, with each addition of leaders
prompting more leaders, and so on.

While exceptional persons can come
from either sex, only the total number of
males is used to determine numbers and
types of leaders. Otherwise, there would
be twice the number of leaders that
should actually be present in a group.

These ?pyramid tables? are built upon
the typical member of a certain race; for
humans and halflings, the average person
is zero-level. All of the other races, however,
have 1-HD (optionally, 1st-level
fighter) individuals as the average community
member. Halflings and humans are
indicated by the Dungeon Masters Guide
to be the only races with zero-level beings.
DMs may wish to turn 1-HD demi-
humans into 1st-level fighters to avoid the
question of where the 1st-level fighters are
in a society; otherwise, one may assume
that NPC demi-humans are able to go
directly from 1-HD status to 2nd level.

When the leaders of any racial community
are being figured, first round off the
number considered to the nearest five
(five is the base factor of the tables). Depending
upon the race being considered,
various higher-level types are thus acquired.
For example, a dwarven group
receives a 2nd-level fighter for every five
1-HD adult males. Therefore, a group of
63 dwarves (rounded to 65) receives 13
such leaders. Next, round to the nearest
10, which in the case of the example
above, is 60. Therefore, six sets of leaders
are found for every 10 1st-level dwarves.
In the case of dwarves, every 10 1-HD
male fighter dwarves means that a 3rd-level
fighter, a 1st-level cleric, and a 1st-level
thief are also acquired. Next, round to the
nearest 20; in the case of this example,
there are 60. Every 20 dwarves means that
a 4th-level fighter, a 2nd-level cleric, a 2ndlevel
thief, a 1st-level cleric/fighter, a 1stlevel
cleric/thief, and a 1st-level fighter/thief
are received. The group of dwarves described
above receives three sets of this last
group of leaders mentioned.

This system of rounding continues,
going from 5 to 10 to 20 to 50 to 100 to
200 to 500, and finally to 1,000. When a
group receives but a single set of leaders,
then no more leaders are received. Still
using the example of 63 dwarves above,
the group would cease to receive additional
leaders after it received one set of
the exceptional dwarves awarded for
every 50 1-HD dwarves. A group of 246
dwarves, on the other hand, would receive
49 sets of leaders given for every
five dwarves, 25 sets of leaders given to a
group for every 10 dwarves, 12 sets of
leaders given for every 20 dwarves, five
sets for every 50, two for every 100, and
one set given for every 200. Fortunately,
most of these calculations can be done
mentally in a matter of seconds ? even for
very large groups.

The reason that cavaliers and rangers of
drowish descent are not mentioned is that
these classes do not fit into a dark-elven
community. How could a cavalier living
underground learn how to ride a horse?
Furthermore, what would a good-aligned,
nature-oriented class like the ranger be
doing in an evil society that lives in rocky
caverns? Logic dictates that these classes
would not be found in any normal (evil)
community of drow. Similarly, assassins
are generally not found among groups of
races which are basically good in alignment
(such as hill and mountain dwarves,
and all elves save for drow). The existence
of thief-acrobats, because of their special
nature, is best left up to the DM?s own
discretion.

Humans are typically zero-level types,
but the specific make-up of their forces
depends upon their cultural extraction
and other factors. Certain cultures of
humans in a campaign may not have certain
classes; in such instances, these are
best ignored. These types of humans do
not refer to any particular kind of human,
such as berserkers or merchants; they are
simply the ordinary men found in villages
and towns everywhere. Humans are
widely variable in the subclasses that their
groups contain. Like their Occidental kin,
the specific make-up of Oriental forces
depends upon their cultural extraction
and other factors.

The alignment of these leader types will
generally follow racial tendencies, or will
come as close to it as allowed. Thus,
thieves in a colony of lawful-good halflings
may be neutral good, true neutral, or
lawful neutral. The DM may decide if
special cases exist or not, such as an evil
halfling ruling a group of good ones.

The following abbreviations are used for
the character classes: C = cleric, D =
druid, Sh = shukenja, So = sohei, F =
fighter, B = barbarian, BO = Oriental
barbarian, Bu = bushi, Mo = monk, Mu
= magic-user, I = illusionist, W = wu jen,
T = thief, Y = yakuza, and N = ninja.
Multiclassed characters are noted by simply
placing one class after the other; thus,
a cleric/fighter is listed as ?CF?. The level is
listed after the class.

Using these tables, the leaders for any
typical group of a PC race may be determined.
Interaction at all levels with the
leader-types of any group is made possible,
opening up another field of possibilities
for players and DMs alike.

Table 1
Dwarves
(gray, hill, and mountain)
Size of group Special Characters
5 F2
10 F3, C1, T1
20 F4, C2, CF1, CT1, FT1
50 F5, C3, CF2, CT2, FT2
100 F6, C4, CF3, CT3, FT3
200 F7, C5, CF4, CT4, FT4
500 F8, C6, CF5, CT5, FT5
1,000 F9, C7, CF6, CT6, FT6

Note: In any group of gray
dwarves, 20% of all thieves are
actually assassins.

Table 2
Elves (dark, gray, high, valley and wood)
Size of Group Special characters
5 F2, C1, Mu1, T1
10 F3, C2, Mu2, T2, CF1, CMu1, CT1, FMu1, FT1, MuT1
20 F4, C3, Mu3, T3, CF2, CMu2, CT2, FMu2, FT2, MuT2, CFMu1, CFT1, CMuT1, FMuT1
50 F5, C4, Mu4, T4, CF3, CMu3, CT3, FMu3, FT3, MuT3, CFMu2, CFT2, CMuT2, FMuT2
100 F6, C5, Mu5, T5, CF4, CMu4, CT4, FMu4, FT4, MuT4, CFMu3, CFT3, CMuT3, FMuT3
200 F7, C6, Mu6, T6, CF5, CMu5, CT5, FMu5, FT5, MuT5, CFMu4, CFT4, CMuT4, FMuT4
500 F8, C7, Mu7, T7, CF6, CMu6, CT6, FMu6, FT6, MuT6, CFMu5, CFT5, CMuT5, FMuT5
1,000 F8, C8, Mu8, T8, CF7, CMu7, CT7, FMu7, FT7, MuT7, CFMu6, CFT6, CMuT6, FMuT6
Notes: 
Dark elves: Among drow, 20% of all thieves are actually assassins.
Gray and high elves: Every fighter or multiclassed fighter, regardless of level, has a 25% chance of being a ranger. Also, 25% of all
    clerics and multiclassed clerics are actually druids. For every fighter, there is a 10% chance that an additional cavalier of equal
    level exists. If this chance exceeds l00%, there is automatically one cavalier of equal level, plus the possibility for additional ones
    if the percentage is greater than 100. This process continues indefinitely. For example, a community with 19 3rd-level fighters
    would have at least one 3rd-level cavalier and a 90% chance of having a second one.
Valley elves: 25% of clerics are druids, and 25% of fighters are actually rangers.
Wood elves: 50% of the fighters are actually rangers, and 50% of the clerics are actually druids.



Table 3
Wild Elves
Size of group Special Characters
5 F2
10 F3, D1, T1
20 F4, D2, DF1, DT1, FT1
50 F5, D3, DF2, DT2, FT2
100 F6, D4, DF3, DT3, FT3
200 F7, D5, DF4, DT4, FT4 
500 F8, D6, DF5, DT5, FT5
1,000 F9, D7, DF6, DT6, FT6


Table 3
Gnomes (deep and surface)
Size of group Special characters
5 F2, C1, I1, T1
10 F3, C2, I2, T2, CF1, CI1, CT1, FI1, FT1, IT1
20 F3, C3, I3, T3, CF2, CI2, CT2, FI2, FT2, IT2
50 F5, C4, I4, T4, CF3, CI3, CT3, FI3, FT3, IT3
100 F6, C5, I5, T5, CF4, CI4, CT4, FI4, FT4, IT4
200 F7, C6, I6, T6, CF5, CI5, CT5, FI5, FT5, IT5
500 F8, C7, I7, T7, CF6, CI6, CT6, FI6, FT6, IT6
1,000 F9, C8, I8, T8, CF7, CI7, CT7, FI7, FT7, IT7

Table 5
Halflings (hairfeet, stouts, tallfellows, and mixed)
Size of group Special characters
5 F1, T1
10 F2, T2, C1, FT1
20 F3, T3, C2, FT2, CF1, CT1
50 F4, T4, C3, FT3, CF2, CT2
100 F5, T5, C4, FT4, CF3, CT3
200 F6, T6, C5, FT5, CF4, CT4
500 F7, T7, C6, FT6, CF5, CF5
1,000 F8, T8, C7, FT7, CF6, CT6

Note: 25% of all halfling clerics are actually druids, if the community?s alignment
allows.

Table 6
Barbarian Humans (Occidental or Oriental)
Size of group Special characteristics
5 B2
10 B3
20 B4, C1*
50 B5, C2*
100 B6, C3*
200 B7, C4*
500 B8, C5*
1,000 B9, C6*

* May be shaman, witch doctor, or
special barbarian cleric from Unearthed Arcana 
and DRAGON® issue #109, page 14. Only one kind of
"priest" is usually accepted by the
tribe, but this varies according to
the tribe's makeup.

Table 7
Occidental (Western) Human
Size of group Special characters
5 F1
10 F2, C1, T1
20 F3, C2, T2, Mu1
50 F4, C3, T3, Mu2
100 F5, C4, T4, Mu3
200 F6, C5, T5, Mu4
500 F7, C6, T6, Mu5
1,000 F8, C7, T7, Mu6
Notes:
There is a 10% chance of having a cavalier of equal level for every normal fighter;
    10% of all cavaliers are actually paladins.

Among woodsmen and other nature-oriented humans, 20-50% of their fighters will
    be rangers, depending upon how strongly tied to nature the group is.

In most societies, 10% of these clerics are actually druids, but it may be as high as
    100% or as low as 0% in certain cultures, the degree being dependent upon the
    general importance of nature to that particular people.
10% of all magic-users are actually illusionists.
20% of all thieves are actually assassins.

Table 8
Oriental Humans
Size of group Special characters
5 Bu1
10 Bu2
20 Bu3, Sh1, So1, Y1
50 Bu4, Sh2, So2, Mo1, W1, Y2, N1
100 Bu5, Sh3, So3, Mo2, W2, Y3, N2
200 Bu6, Sh4, So4, Mo3, W3, Y4, N3
500 Bu7, Sh5, So5, Mo4, W4, Y5, N4
1,000 Bu8, Sh6, So6, Mo5, W5, Y6, N5
Notes:
For every bushi, there is a 10% chance of having an additional samurai of equal level.
For every bushi, there is a 5% chance of having an additional kensai of equal level.
A ninja will be a split-class bushi, sohei, wu jen, or yakuza.

Table 9
Korobokuru
Size of group Special characters
5 BO2
10 BO3
20 BO4
50 BO5, W1
100 BO6, W2
200 BO7, W3
500 BO8, W4
1,000 BO9, W5