Friday, January 26, 2024

Character Progression and Tiers of Play in AD&D 2e

Greetings from Mexico! I'm not in Mexico at the time of writing this, but will be when this post is published. I am communicating from the past, anticipating the future.

Anticipating the future is some part of the reason for this post. My AD&D 2e game is going smoothly - though we will miss playing this coming week, and my play report for this past week will have to wait until I return from Mexico - did I mention I'm going to Mexico? 

As a way of looking towards the future, I thought it would be fun to look at the different character classes in 2e and how their abilities progress as they gain levels. 

Level progression in 2e is much different than in modern D&D. Every class in D&D 5e, for example, gains a little something on a level up - a class or subclass feature, spells and/or spell slots, ability score improvements and feats, and the like. Nonetheless, there continues to be much consternation in the 5e community over "dead levels". What do you mean my 15th-level monk only never again has to eat or drink, or worry about magical aging? Boooring!

By comparison, I think most modern players would find 2e's level advancement "boring" - some classes gain access to new spell levels or other magical and pseudo-magical abilities at certain levels, but for the most part a character's numbers are just going up or down occasionally. 

I love how different every class feels in AD&D, compared to the standardization approach used in modern D&D. The classes don't feel "equal", and they're not supposed to - the thief advances through levels faster than every other class because it's less powerful than every other class, just as the paladin and ranger advance slower than the fighter because they're more powerful than the fighter. Designing classes this way isn't for everyone, but the asymmetry is more interesting to me.

Another reason I wanted to look at this is because I really like 5e's approach to "tiers of play" - levels 1-4 are Tier 1, levels 5-10 are Tier 2, levels 11-16 are Tier 3, and levels 17+ are Tier 4. The level of the player characters determines what sorts of people approach them and what sorts of problems they should be solving. This is a really useful framework for the DM to have in mind when running a game in which it feels like the PCs' reputation and the stakes of their escapades are increasing along with the PCs' level.

The levels associated with each tier are not arbitrary - at 5th-level, spellcasters can cast 3rd-level spells (fireball, lightning bolt, revivify!), and non-spellcasters increase their damage output via extra attacks. At 11th-level, 6th-level spells come into play (chain lightning, mass suggestion, sunbeam!), most non-spellcasters get another damage uptick, barbarians can rage against death, and rogues become reliable good at all the things they're already really good at. At 17th-level, spellcasters gain 9th-level spells (power word kill, timestop, wish!), and most other classes get another damage boost.

When I started to revisit 2e in preparation to run my current campaign, I noticed that the Monstrous Manual, in the human section, under adventurers (page 196) similarly breaks adventurers into four groups based on their level! "Low level" adventurers are levels 1-3, "medium level" adventurers are levels 4-7, "high level" adventurers are levels 7-12, and "very high level" adventurers are levels 9-20. Are these the hidden "tiers of play" baked into 2e? Does the game fundamentally change at levels 4, 7, and 9?

Let's find out.

Fighter (PHB, pages 36-38)

Fighters are of the warrior group, which also includes paladins and rangers. A warrior's THAC0 improves by one at every level (page 121), their saving throws improve at every odd-numbered level (maxing out at 17th-level, page 134), and they gain a weapon proficiency and nonweapon proficiency at each level divisible by three (page 71).

Warriors also gain additional melee attacks depending on their level, beginning at 7th-level:

Warrior Level    Melee Attacks/Round
1-6                       1/round
7-12                     3/2 rounds
13+                      2/round

Fighters who specialize in a weapon (page 73) gain additional attacks at these levels (3/2 rounds at levels 1-6, 2/round at levels 7-12, and 5/2 rounds at levels 13+). They are the only class that can specialize in this way - not even paladins and rangers can do it.

At 9th-level, fighters attract loyal men-at-arms and an elite bodyguard, if the fighter has built a stronghold, which they can do at any time, so long as they have the money and land to do so.

Beyond 9th-level, warriors stop gaining additional hit dice and bonus hit points from Constitution - instead, they gain 3 hit points per level thereafter.

Paladin (pages 38-40)


Paladins are in the warrior group, so they have the same hit die, THAC0, attacks per round, saving throw, and proficiency progression as fighters. 

On top of the usual progression from being warriors, paladins get additional benefits at certain levels.

Paladins can heal two additional hit points using their lay on hands ability each time they gain a level. 

Paladins with a holy sword (which I take to mean a holy avenger or similarly potent, paladin-specific magic weapon) can dispel hostile magic in a 10-foot radius equal to their experience level, so if the paladin has a holy sword, their ability to dispel magic improves with each level, up to 9th-level (unless the "level" of the spell in this case is determined by the level of the caster - the PHB is not clear on this point). 

Paladins can turn undead as if they were a priest two levels lower starting at 3rd-level, so their turning ability improves each level after this.

A paladin can go on a quest to acquire a "war horse" (a faithful steed that needn't actually be a horse) anytime from 4th-level onward.

A paladin can also cure diseases once per week for every five levels of experience, meaning they gain an additional use at levels 6, 11, and 16.

Finally, a paladin can cast priest spells once they reach 9th-level. They use their own spell progression, distinct from that of other priests, such as clerics and druids. They gain 2nd-level slots at 11th-level, 3rd-level slots at 13th-level, and 4th-level slots at 15th-level. They max out at a spellcasting level of 9 at 17th-level.

Paladins do not automatically attract followers as a fighter does.

Ranger (pages 40-42)


Rangers, again, are members of the warrior group, so they have a progression similar to fighters and paladins.

Rangers have a thief-like ability to move silently and hide in shadows (depending on the armor they wear, and with a worse chance to do so in non-wilderness environments). Unlike the thief, they don't earn and spend points to improve these abilities. Instead, the abilities improve by a fixed amount at each level. Hide in shadows improves by 5% at levels 2-4, 6% at levels 5-8, 7% at levels 9-12, 8% at levels 13 and 14, and maxes out at 99% at 15th-level (a 6% improvement). Move silently improves by 6% at levels 2-4, 7% at levels 5-6, 8% at level 7, 7% again at level 8, 8% again at levels 9-12, and maxes out at 99% at level 13 (a 5% improvement).

Rangers are automatically proficient in tracking (page 86) - even if the optional proficiency rules are not used! At every level divisible by three (levels 3, 6, 9, 12, 15, and 18), the ranger gains a +1 to their tracking ability checks.

Rangers can manipulate the reaction rolls of wild and hostile animals in either direction (i.e., the ranger can choose to make the animal more friendly or more hostile). The animal must make a saving throw versus rods (for some reason!), and receives a -1 penalty to the saving throw for every three levels of the ranger. So, the ranger's ability to influence animals improves at levels 4, 7, 10, 13, 16, and 19.

Rangers can cast priest spells from the animal and plant spheres (so druid spells, sort of) beginning at 8th-level. Like paladins, they use their own spell progression, gaining 2nd-level spell slots at 10th-level, and 3rd-level spell slots at 12th-level. I don't know why they get to cast spells before paladins but, unlike paladins, don't get 4th-level spells. Like paladins, they max out at a spellcasting level of 9, but do so at 16th-level instead of 17th.

Finally, at 10th-level, rangers attract followers. Unlike fighters, they don't need a stronghold to do so. Also unlike fighters, the followers they attract are buck wild - animals, adventurers, fey creatures, lycanthropes, treants, and more! Table 19 in the PHB is seriously worth a look.

Wizard (pages 42-47)


The wizard group consists of generalist mages and specialists. The two classes don't have any progression-specific distinctions (specialists are just mages with a more narrow focus - they are better at casting, learning, researching, and resisting spells from their chosen school of magic, and don't have access to spells from their "schools of opposition", all of which makes them feel thematically distinct and unique in comparison to their modern D&D counterparts). For this post, I'll simply refer to both mages and specialists as wizards.

Wizards gain a nonweapon proficiency at each level divisible by three, their THAC0 improves by one at every third level gained (4th, 7th, 10th, etc.), their saving throws improve at every fifth level gained (6th, 11th, 16th, etc.), and they gain a weapon proficiency at each level divisible by six.

The wizard's main form of progression is the acquisition of higher-level spells. They can cast 2nd-level spells at 3rd-level, 3rd-level spells at 5th-level, 4th-level spells at 7th-level, 5th-level spells at 9th-level, 6th-level spells at 12th-level, 7th-level spells at 14th-level, 8th-level spells at 16th-level, and 9th-level spells at 18th-level. In short, they gain access to a new level of spells every other time they gain a level, except at 11th-level - maybe because 6th-level spells are considered significantly more powerful than 5th-level spells?

At 9th-level, wizards can create spell scrolls and brew magic potions - spell scrolls require special quills and inks, as well as the wizard's knowledge of the spell being scribed, and potions require expensive laboratories (DMG, pages 118-120).

Unlike warriors, wizards continue to gain hit dice and bonus hit points from Constitution up to and including 10th-level. After 10th-level, wizards gain 1 hit point per level.

At 11th-level, wizards can create magic items besides scrolls and potions (DMG, pages 120-122). Like making scrolls and potions, this requires expensive materials and knowledge of specific spells - enchant an item (a 6th-level spell, meaning the wizard must be at least 12th-level), permanency (an 8th-level spell, meaning the wizard must be 16th-level), and any spells which are relevant to the item being created (lightning bolt if the wizard is creating a wand of lightning, for example). 

It stands out as strange that a wizard can allegedly create magic items at 11th-level, but can't know the enchant an item spell necessary to actually do so until 12th-level.

Cleric (PHB, pages 47-51)


Clerics are in the priest group, which also includes druids. Priests gain a nonweapon proficiency at every level divisible by three, their THAC0 improves by two at every third level gained (4th, 7th, 10th, etc.), and their saving throws improve at those levels as well. They gain a weapon proficiency at every level divisible by four.

Like wizards, the priest's main form of progression is by gaining access to higher level spells. Also like wizards, they can cast 2nd-level spells at 3rd-level, 3rd-level spells at 5th-level, 7th-level spells at 4th-level, and 5th-level spells at 9th-level. Unlike wizards, they can cast 6th-level spells at 11th-level. Like wizards once again, they can cast 7th-level spells (their most powerful spells) at 14th-level. 

They end up with many more spells than wizards overall - 49 total slots versus the wizard's 37, and they gain additional spell slots for having a high Wisdom score, which is not true for wizards with regards to Intelligence.

Clerics have the ability to turn undead, which improves at every level, allowing the cleric to turn stronger undead over time, and to automatically turn or destroy weaker undead.

Like the wizard, clerics can create spell scrolls, potions, and magic items. Unlike the wizard, they can make spell scrolls beginning at 7th-level (DMG, page 117). Like the wizard, they must wait until 9th-level to make potions, and until 11th-level to make other magical items. Unlike the wizard, they need only a sacred altar to create these items (no expensive laboratory or specific spells, pages 120-121), so they can start creating these items immediately once they reach the requisite level.

At 8th-level, the cleric attracts loyal followers, like the fighter. Also like the fighter, the cleric does not attract followers until they have built a stronghold, which they can do at any time, if they have the means to do so.

At 9th-level, the cleric can receive approval from their church to build a sanctioned stronghold, which costs half as much as building a stronghold without the church's approval.

Like warriors, priests stop gaining hit dice and bonus hit points from Constitution after 9th-level. From 10th-level onward, they gain 2 hit points per level.

Druid (PHB, pages 51-53)


Druids are in the priest group, so they use the same hit die, proficiency, saving throw, and THAC0 progression as clerics.

3rd-level is loaded for druids. At that time, they can identify plants, animals, and pure water with perfect accuracy, can pass through overgrown areas without leaving a trail and at their normal movement rate, and begin learning the languages of woodland creatures ("centaurs, dryads, elves, fauns, gnomes, dragons, giants, lizard men, manticores, nixies, pixies, sprites, and treants"). The druid learns one of these languages at 3rd-level, and another every time they gain a level thereafter.

7th-level is also loaded. The druid becomes immune to charm spells cast by woodland creatures and gains the ability to shapechange into a reptile, bird, or mammal up to three times per day.

At 12th-level, the druid's advancement becomes very weird. To actually reach 12th-level, the druid must defeat one of nine 12th-level druids in the region in magical or hand-to-hand combat in order to gain the official title of "druid". The druid then receives three druid initiates as followers. The level of these followers is determined by the druid's XP total in comparison to the other eight druids in the region - the least experienced of the nine receives 1st-level initiates, the next most experienced receives 2nd-level initiates, and so on, up to the most experienced druid, who receives 9th-level initiates.

To reach 13th-level the druid must defeat one of three archdruids in the region, and receives three initiates of 10th-level for doing so. To reach 14th-level, the druid must defeat the sole Great Druid in the region, and receives three initiates of 11th-level for doing so.

To reach 15th-level, the druid must be chosen as the successor to the sole Grand Druid in the entire world (the position cannot be won through combat). Their spell progression completely changes at this point - the Grand Druid has six spells of each level and can cast six additional spell levels per day (one 6th-level spell, or two 3rd-level spells, or three 2nd-level spells, etc.). The Grand Druid is served by nine druids, three of them 13th-level archdruids, and the remaining six typically levels 7 to 11.

The Grand Druid reaches 16th-level after only 500,000 XP are gained (compared to 1.5 million to go from 14th- to 15th-level). The Grand Druid loses all but 1 XP and begins advancing anew - this symbolizes the Grand Druid stepping down. They are now a hierophant druid, and require just 500,000 XP each to reach levels 17-20.

At 16th-level, the hierophant druid becomes immune to natural poisons, no longer suffers ability score penalties due to aging, and can alter their appearance at will.

At 17th-level, the hierophant druid gains the ability to hibernate, and can travel to the Elemental Plane of Earth and back to the Prime Material Plane at will, and gains the means to survive in the Plane of Earth.

At levels 18-20, the hierophant gains the ability to travel to and from and survive on the Elemental Planes of Fire, Water, and Air, respectively.

Thief (pages 54-58)


Thieves are part of the rogue group, which also includes bards. Rogues gain a THAC0 improvement of one at every odd-numbered level, a weapon and nonweapon proficiency at every level divisible by four, and saving throw improvements at every fourth level gained (5th, 9th, 13th, etc.).

At every level after 1st-level, thieves gain 30 percentage points to distribute among their thieving skills, with the caveat that no skill can exceed 95% (meaning that rangers at the highest levels are actually slightly better at hiding in shadows and moving silently in natural surroundings, since their skills cap at 99%).

A thief's chance of being noticed when picking someone's pocket can also be affected by the thief's level, relative to the target's, so to some extent the thief's chance not to get caught picking pockets improves with every level:

If the DM wishes, he can rule that a thief of higher level than his victim is less likely to be caught pilfering. The chance that the victim notices the attempt can be modified by subtracting the victim's level from the thief's level, and then adding this number to the percentage chance the thief is detected. For example, Ragnar, a 15th-level thief, tries to pick the pocket of Horace, a 9th-level fighter. Normally, Ragnar would be detected if his pick pockets roll was 73 or more (100-[3×9]=73). Using this optional system, since Ragnar is six levels higher than Horace, this number is increased by six to 79 (73+6=79). This option only applies if the thief is higher level than his victim.

At 4th-level, the thief can begin spending thieving skill points on the read languages skill, which gives the thief a chance to read any nonmagical writing.

The thief's damage multiplier when backstabbing improves by one at every fourth level gained, up to x5 at 13th-level.

At 10th-level, the thief can cast wizard and priest spells from scrolls, with a 25% chance of failure.

Also at 10th-level, the thief attracts followers in the form of other single- and multiclassed thieves. Like the ranger, and unlike the fighter and cleric, they do not need a stronghold to do so.

Like wizards, rogues continue gaining hit dice and bonus hit points from Constitution through 10th-level. After 10th-level, they gain 2 hit points per level.

Bard (pages 58-61)

The bard is part of the rogue group, so bards use the same hit die, proficiency, saving throw, and THAC0 progression as thieves.

The bard has a selection of abilities similar to those of the thief, but they are limited to climb walls, detect noise, pick pockets, and read languages. The bard can distribute 15 percentage points among these skills whenever they gain a level.

The bard can perform to inspire allies, improving their attack rolls, saving throws, or morale. The range of this ability improves by 10 feet per level gained, and the duration improves by one round per level gained.

The bard can attempt to identify magic items with a base chance of success of 5% at 1st-level. The chance of success improves by an additional 5% for each level gained.

The bard can cast wizard spells up to 6th-level. They gain 1st-level spell slots at 2nd-level, 2nd-level slots at 4th-level, 3rd-level slots at 7th-level, 4th-level slots at 10th-level, 5th-level slots at 13th-level, and 6th-level slots at 16th-level.

Like the ranger with animals, bards can use performance to influence the reactions of NPCs by one category in a direction of the bard's choosing. NPCs must save vs paralyzation (not rods, as with the ranger) to resist the effect. NPCs receive a -1 to their saving throw for every three levels of the bard, so the bard's ability to influence NPCs improves by one at every third level gained (4th, 7th, 10th, etc.).

Like the fighter and cleric, the bard attracts followers at 9th-level, but only if the bard has a stronghold.

At 10th-level, the bard can attempt to use magic items of written nature, such as scrolls and books, with a 15% chance of failure.

AD&D 2e's Tiers of Play

So, is there anything to this idea that AD&D 2e has secret "tiers of play" starting at or around 4th-, 7th-, and 9th-level? Let's summarize. I'm going to ignore hit dice, proficiency, saving throw, and THAC0 advancements, since they happen fairly often, and focus instead on the "flashy" abilities which seem most significant.

  • 3rd-level: Paladins can turn undead, and druids can identify plants, animals, and pure water, pass through overgrown areas, and speak the languages of woodland creatures.
  • 4th-level: Paladins can acquire a "war horse", and thieves can read languages.
  • 7th-level: Warriors gain an extra attack (3/2 rounds or 2/round for specialists), clerics can create priest scrolls, and druids become immune to charm spells cast by woodland creatures and can shapechange.
  • 8th-level: Rangers can cast priest spells, and clerics can attract followers.
  • 9th-level: Fighters can attract followers, paladins can cast priest spells, wizards can create wizard scrolls and potions, clerics can create potions and can receive approval to build a sanctioned stronghold, and bards can attract followers.
  • 10th-level: Rangers can attract followers, thieves can attempt to cast spells from wizard and priest scrolls and attract followers, and bards can attempt to use magic items of a written nature.
  • 11th-level: Wizards and clerics can create more powerful magic items.
  • 12th-level: Druids begin advancing through the druid hierarchy and gain initiate followers.
  • 13th-level: Warriors gain an extra attack (2/round or 5/2 rounds for specialists).
Looking at the list above, it seems clear to me that (excluding extra attacks for warriors and a smattering of special abilities gained by paladins, druids, and thieves) there's really only two "tiers", distinguished by - and this should be pretty obvious to anyone familiar with old-school D&D - whether the characters have strongholds and followers, or can create magic items. This begins as early at 7th-level for clerics and as late as 10th-level for rangers and thieves, making 8th- or 9th-level a decent sweet spot.

I suspected as much when I set out to write this post, but thought it'd be fun to go through the process anyway. Sometimes you have a hunch and go digging in the text for evidence supporting that hunch, and the evidence isn't there. This is normal and good, and the process is often still illuminating.

Although the only substantial and somewhat-universal break in power seems to be around 8th- or 9th-level, I still really like the idea of breaking up the earlier levels into levels 1-3 and 4-9, at least, and will probably continue to keep those distinctions in mind when running my 2e game. For example, larger settlements are more likely to have higher-level adventurers as NPCs, and adventure locations further away from settlements are more likely to be designed with higher-level player characters in mind.

As I continue to run my AD&D game, it might become apparent that there are significant leaps in player character power and abilities at certain levels, which aren't immediately identifiable just by looking at character progression on paper. I'll keep all this in mind and update this post if I discover anything significant.

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