The D&D Basic and Expert Sets describe 7 archetypal character classes: Clerics, Dwarves, Elves, Fighters, Halflings, Magic-Users, and Thieves.
Combinations of these were described in the Greyhawk supplement, with variants appearing in subsequent OD&D supplements and AD&D 1e.
Clerics:
I would maintain spell progression as per Cook/Marsh to level 14, although modify progression for levels 15-25 to align with progression in the Master Set for levels 26-36.
Clerics vs. undead
I would extend the Clerics vs. Undead table to include ghosts (HD 10), liches (HD 11+), and "special" (evil creatures from the lower planes, ie. demons/devils)
Sub-classes
AD&D 1e includes the druid sub-class (from Eldritch Wizardry, originally created by Dennis Sustare) and the monk sub-class (from Blackmoor, mainly conceived by Brian Blume).
The druid was re-introduced by Frank Mentzer in the D&D Companion Set, and the monk was rechristened the "mystic" in the D&D Master Set.
I wouldn't include druids or monks/mystics in my version of the Companion supplement, given the resulting "bloat" that would occur from having to include druid spells, and monk abilities.
*additional variants appeared in the Gazetteer line, including the dervish (a desert druid) in GAZ 2 "The Emirates of Ylaruam", the shaman in GAZ 12 "The Golden Khan of Ethengar", and the shamani in GAZ 14 "The Atruaghin Clans".
Dwarves:
I would maintain level limits, but introduce rules for dwarven clerics* (as NPCs), fighter/thieves (as PCs), and thieves (as PCs, based on their mention in the Greyhawk supplement).
*rules for dwarven clerics appear in GAZ 6 "The Dwarves of Rockhome"
Since demi-humans continue to accumulate experience points after reaching maximum level, this might render them resistant to level drain (perhaps losing only a certain number of xp).
Elves:
I would maintain level limits, but introduce rules for elven clerics (as NPCs), fighter/magic-user/thieves (as PCs), and thieves (as PCs, based on their mention in the Greyhawk supplement).
*rules for elven wizards appear in GAZ 5 "The Elves of Alfheim"
Half-elves
I would include rules for half-elves, permitting greater level advancement, and half-elven cleric/fighter/magic-users as PCs.
A victorious paladin. Illustration by Jeff Dee, from the AD&D 1e "Rogues Gallery" (1980).
Fighters:
Cook/Marsh suggests that fighters gain multiple attacks beyond 14th level (2 attacks/round at 20th level, 3 attacks/round and 25th level, and 4 attacks/round at 30th level).
Sub-classes
I would include the paladin (based on its appearance in the Greyhawk supplement) but would not include "knights" or "avengers" from the Companion Set.
I would not include the ranger sub-class (from The Strategic Review #2, for reasons of bloat), although rules for a forester class appear in the "Dawn of the Emperors" boxed set.
Halflings:
I would maintain level limits, except for halfling thieves (based on their mention in the Greyhawk supplement).
*rules for a halfling "master" class appear in GAZ 8 "The Five Shires"
Magic-Users:
I would maintain spell progression as per Cook/Marsh to level 14, although modify progression for levels 15-25 to align with progression in the Master Set for levels 26-36.
I would not include the illusionist sub-class from The Strategic Review #4, for the same reasons given above regarding space required for spells.
*rules for secret crafts/schools of magic appear in GAZ 3 "The Principalities of Glantri", the merchant prince in GAZ 9 "The Minrothad Guild", and merchant class in GAZ 11 "The Republic of Darokin"
Thieves:
I would maintain the Cook/Marsh progression of chances for success regarding thief skills, applying "penalties" for difficult situations.
Cook/Marsh suggests new abilities beyond 14th level such as the ability to climb overhangs (perhaps equating to a 1% penalty per grade?), upside down (a 90% penalty?), ventriloquism (like the magic-user spell?), powers of distraction, and the ability to mimic voices.
I would not include the assassin sub-class from Blackmoor, which was re-christened the "thug" in the monster section of the D&D Master Set.
*rules for the rake appear in the "Dawn of the Emperors" boxed set
RE: variant classes, there were also the shaman and wicca/woman in GAZ 10: Orcs of Thar, though if you open that can of worms there are also all the Creature Crucibles...
ReplyDeleteAbsolutely - what BECMI seems to lack are demi-human thieves, so I thought playing mix-and-match with the original 7 classes was the way to go.
DeleteThe variant subclasses are present in their entirety in other sources, so no need for them to take up space in a Companion supplement...