Sunday, February 6, 2022

Cook/Marsh Expert: Character Classes

The D&D Expert rulebook provided rules for advancement in the seven character classes from the Moldvay Basic rulebook.  The concept of 9th level as "name level" was introduced, and previously established caps for demi-humans were expanded.


A magic-user, a (proto-tiefling?) fighter, and a dwarf, prepare to pass through a gateway.  From the Expert rulebook (1981).  Illustration by Bill Willingham.


Clerics:

Can advance up to 36th level.

At name level, clerics may construct a castle at half-normal cost (due to assistance from their deity), attracting 50-300 soldiers of 1st-2nd level.


Dwarves:

Can advance up to 12th level (dwarves could only advance up to 6th-8th level as fighters in OD&D, and 7th-9th level in AD&D, depending on their strength).

At name level, dwarven lords may construct an underground stronghold and establish a clan.


Elves:

Can advance up to 10th level (elves could only advance up to 4th-6th level as fighters in OD&D/5th-7th level in AD&D, depending on their strength, and/or 8th-9th level as magic-users in OD&D/9th-11th level in AD&D, depending on their intelligence).

At name level, elven wizard-lords may construct a forest stronghold, establishing friendship with normal animals within 5 miles.


Fighters:

Can advance up to 36th level.

Fighters can build a castle whenever they have enough money, and at name level, may become a Baron or Baroness.

It is suggested that fighters gain multiple attacks beyond 14th level (2 attacks/round at 20th level, 3 attacks/round at 25th level, and 4 attacks/round at 30th level).


Halflings:

Can advance up to 8th level (halflings could only advance up to 4th level as fighters in OD&D, and 4th-6th level in AD&D, depending on their sub-race).

Halflings can build a stronghold whenever they have enough money, and establish a Shire.


Magic-Users:

Can advance up to 36th level.

At name level, magic-users may create magic items.

At 11th level, magic-users may build a tower, attracting 1-6 apprentices of 1st-3rd level*

*this implies that magic-users are instructed by a master of at least 11th level.


Thieves:

Can advance up to 36th level.

At 4th level, thieves may read languages with an 80% chance of success.  At 10th level, thieves may cast spells from magic-user and elf scrolls with a 90% chance of success (10% chance the spell will backfire).

At name level, thieves may construct a hideout, attracting 2-12 1st level thieves, and possibly form a Thieves' Guild.*

*this implies that thieves are instructed by a master of at least 9th level.

Suggested abilities beyond 14th level include the ability to climb overhangs, upside down, ventriloquism, powers of distraction, and the ability to mimic voices.

3 comments:

  1. Is there a known reason why MU can't build a tower at name level (wizard) and have to wait until 11th?

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    1. That's a really good question - I believe it's a holdover/nod to OD&D, wherein name level for magic-users was 11th level.

      Fighters were 9th level, magic-users 11th, clerics 8th, and thieves 10th. The Expert rulebook revised the xp charts and made name level 9th across the board.

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    2. I honestly think it was an oversight from when the OD&D Magic-user reached name level at 11th. Back then, each class had a different 'name level' cap (Cleric-8, Fighter-9, Thief-10, MU-11). We've always ruled MU's build towers at 9th (when they can also make items).

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