New Basic Classes
-
Upload
higherdepths -
Category
Documents
-
view
217 -
download
0
Transcript of New Basic Classes
-
7/28/2019 New Basic Classes
1/18
New Classes and Racial Variants for Basic
Dungeons & Dragons
By Michael Curtis
The Society of Torch, Pole and Rope
http://poleandrope.blogspot.com
http://poleandrope.blogspot.com/http://poleandrope.blogspot.com/http://poleandrope.blogspot.com/ -
7/28/2019 New Basic Classes
2/18
Like many of the older cadre of gamers out there, I was introduced to this hobby by way of the
early boxed editions of Dungeons & Dragons. I got my start in gaming through the Holmes
edition of the Basic Set, but the first set that I owned for myself was the popular Tom Moldvay
edition published in 1981. Despite the changes and advancements that have occurred as the
game enters its 35th year of existence, the earlier forms of the rules are still both viable and
entertaining options for gamers seeking a simpler set of rules to guide their play, as well as
allowing them to tinker and customize the game to their own liking.
While the earlier versions of the game brought me much joy in my youth, it wasnt too long
before I moved on to the more complex and, to my adolescent mind, more mature version of the
game:Advanced Dungeons & Dragons. One of the aspects of this form of the game was the
introduction of race as a separate aspect of the player character. Unlike the earlier editions of
the rules, where race was portrayed as a class in itself, AD&D open up the game field to allow
players to create characters that were more than just a Dwarf or an Elf by divorcing race
from class. At the time, I found this mind-blowing. They werent kidding about that whole
Advanced thing, were they?
WhileAD&D still remains my most beloved edition of the rules, my recent experiences with the
burgeoning Old School Renaissance reminded me that out-of-print does not mean out-of-date
when it comes to the hobby of role-playing games. After looking back on the Holmes and
Moldvay rules (and the later Mentzer edition and Goblinoid Games retro-clone Labyrinth Lord),
I became enamored again at the simplicity and room for home-brewing that exists in those
earlier editions. There was a problem, however.
WhenAD&D divorced race and class, they let a genie out of a bottle that Ive never been able to
quite get back in. Race as class had become my personal mental hobgoblin, and every time Idecided I was going to run a game using the earlier editions of the rules, this hobgoblin kept me
from committing myself whole-heartedly. I couldnt just stop worrying and move past it.
Recently, however, a solution presented itself when I rediscovered the article Customized
Classes from Dragon Magazine #109. In that article, author Paul Montgomery Crabaugh
presented a system by which referees and players could calculate experience point costs for
classes other than what was presented in the rulebooks. After a bit of tinkering, I managed to
make certain alterations to his system that would produce results more in line with those that
appear in the rules. Armed with this, I set about see if I could utilize this method to produce an
additional set of classes that would be comprised of both the skills of one of the established fourclasses (cleric, fighter, magic user and thief) paired with the racial bonuses and benefits of the
three racial classes (dwarf, elf and halfling). I was very pleased with the results.
I personally like this method because it remains true to the roots of the game. From the onset,
the racial classes of dwarf and halfling were little more than fighters (or to go further back,
fighting men) that accrued a slightly higher experience point cost due to their racial abilities and
slightly better saving throws. Elves were a special case, being the first multi-classed
-
7/28/2019 New Basic Classes
3/18
(fighter/magic-users) character, but the basic premise applies higher cost for additional
abilities. The Crabaugh method takes into account the benefits of the races innate abilities while
still remaining true to the original experience requirements of the various classes (thieves
requiring the least amount of experience to advance, magic-users the most).
In addition to providing the possibility for racial characters possessing alternate class features ina way other than by divorcing race and class, the Crabaugh system allows the referee and the
players to create additional custom classes for play. With a little work and creativity, there is
virtually no limit to the types of classes that could be created in this method. But that is beyond
the scope of what I was intending to do with it. Nonetheless, in order to check my numbers and
determine the viability of my modifications to the Crabaugh method, I did create two new
classes suitable for Dungeons & Dragons that I feel remain true to the original spirit of the game.
These two classes, the Barbarian and the NPC-class of Hireling, are included in these pages
along with the new racial variants.
The classes that follow are strictly optional and the referee may choose to include any or none ofthese to his or her campaign. This is largely an exercise to determine a possible solution to my
own bias against race as class, yet still remain true to the spirit of the original rules.
Additionally, Ive introduced no new class powers or abilities to the mix, preferring to remain
within the scope laid out by the earlier rules. The classes that follow owe more to combination
and restriction than to outright creation.
The classes and the modifications to the Crabaugh system that follows herein were done with
reference to the rule system presented in Goblinoid Games retro-clone, Labyrinth Lord. I chose
to use Labyrinth Lord for two reasons. For one, it is easily available to any role-playing game
enthusiast for little or no cost (the .pdf of the rules is available on their website athttp://www.goblinoidgames.com/labyrinthlord.htm for free and printed versions may be
purchased through Lulu and at some local game stores). Secondly, as a retro-clone, Labyrinth
Lord is compatible with any edition of the Basic Dungeons & Dragons rules with little or no
modifications, and very easily altered to fit into the rules of the Original Dungeons & Dragons
(White Box) game.
For the sake of completeness, Ive included my modifications to Crabaughs tables in the
Appendix of this work for those of you interested in checking my math or adapting this system
to your own use. For legal reasons, Ive neglected to include one crucial table as well as detailed
instructions to properly use these altered tables. Ownership of the original article from Dragon#109 is required to put these modified tables into practice.
I hope that these new classes and racial variants inspire and enrich your own games, as well as
provide a possible solution to the race as class problem that anyone might share with me.
http://www.goblinoidgames.com/labyrinthlord.htmhttp://www.goblinoidgames.com/labyrinthlord.htmhttp://www.goblinoidgames.com/labyrinthlord.htm -
7/28/2019 New Basic Classes
4/18
Barbarian
Requirements: None
Prime Requisite: STR
Hit Dice: d10
Maximum Level: None
Attack as: Fighter
Save as: Fighter
Hailing from the wild, unsettled lands on the edges of civilization, barbarians are fierce
warriors whose ability to survive insurmountable odds amazes their civilized companions.
Barbarians are adept with any weapon and both attack and save as fighters of equal level. Due
to their desire to remain unburdened by the constraints of civilization, barbarians may only
wear chain mail or lesser armor, although they may use shields.
Barbarians, despite rumors, do not hate magic. They simply have little use for these frivolous
items of civilization unless they assist them in battle or their daily survival. Because of thisattitude, barbarians can use and possess magical weapons, armor, potions and rings. They
cannot use miscellaneous magical items (even those usable by fighters) or protection scrolls.
Reaching 9th level: When a barbarian reaches level 9, the tales of his accomplishments have
spread far and wide. Because of this renown, he attracts 5d10 loyal barbarians of 1 st and 2nd
level. These barbarians are attracted whether or not the barbarian establishes a permanent
stronghold. These barbarians never need check morale as long as the character is present, and
will fight to the death in his service. Losses to these numbers of loyal followers are not replaced.
Table A: Barbarian Level Progression
Barbarian Level ProgressionExperience Level Hit Dice (1d10)
0 1 1
2300 2 2
4600 3 3
9200 4 4
18,400 5 5
36,800 6 6
73,600 7 7
143,750 8 8
287,500 9 9431,250 10 +3 hp only *
575,000 11 +6 hp only *
718,750 12 +9 hp only *
143,750 experience points per level for each additional level beyond the 12th.
-
7/28/2019 New Basic Classes
5/18
Dwarf Cleric
Requirements: CON 9
Prime Requisite: WIS and CON
Hit Dice: d6
Maximum Level: 9
Attack as: Cleric
Save as: Dwarf
Dwarf Clerics are the rarely seen clergymen and women who attend to the spiritual needs of
their clans. In recent years, some of the more fervent churches of the dwarven strongholds have
been sending representatives of the faith to interact with the surface folks. The primary mission
of these Dwarf Clerics have been to help reclaim ancient dwarven delvings and to carry out
their holy crusade against their ancient humanoid foes. To help complete these missions, it is
not uncommon for a Dwarf Cleric to join bands of adventurers, since the explorations of these
reckless folk often take them into areas once occupied by the Dwarfs ancestors, wherein they
commonly encounter the ancient enemies of dwarves.
Dwarf Clerics may wear any armor and use shields. Like their surface counterpart, the Cleric,
Dwarf Clerics generally shun the use of bladed weapons, with the sole exception of the axe. The
religious heritage of the dwarves is rife with axe symbolism, and a Dwarf Clerics own axe often
serves as his holy symbol as well as his weapon. They cannot use large or two-handed weapons
of any type.
Dwarf Clerics possess all the racial abilities of Dwarves (60 infravision, detect traps, false walls,
hidden construction and sloping passages). They cast spells and turn undead with the ability
equal to that of a cleric of the same level. A Dwarf Cleric must have at least 13 in both primerequisites in order to get the +5% to experience. They must also have a WIS of 16 and a CON of
13 to get the 10% bonus. Dwarf Clerics speak the common tongue, dwarvish, and his own
alignment tongue. Because of their frequent interaction underground with these creatures,
Dwarf Clerics will also speak goblin, gnome, and kobold.
Reaching 9th level: When a Dwarf Cleric reaches level 9, he may establish or build an
underground stronghold that will attract devout dwarven followers of the Dwarf Clerics faith.
If the Dwarf Cleric is in favor with his deity, the cost of constructing this stronghold will be half
the normal price for such a structure. After completing construction of the stronghold, the
Dwarf Cleric will attract 1st
and 2nd
level dwarf followers (numbering 5d6x10). They arecompletely loyal (never checking morale) to the Dwarf Cleric.
-
7/28/2019 New Basic Classes
6/18
Table B: Dwarf Cleric Level Progression
Dwarf Cleric Level Progression
Experience Level Hit Dice (1d6)
0 1 1
1950 2 23900 3 3
7800 4 4
15,600 5 5
31,200 6 6
62,400 7 7
123,750 8 8
247,500+ 9 9
Elf Cleric
Requirements: DEX 9Prime Requisites: WIS and DEX
Hit Dice: d6
Maximum Level: 8
Attack as: Cleric
Save as: Elf
While most adventurers know of the elven masters of spell and bow, the Fair Folk need
spiritual guidance as well. To see to matters divine, some elves devote themselves to their
deities and become Elf Clerics. Elf Clerics must have at least a 13 in both prime requisites to get
the +5% to experience. They must also have a WIS of 16 and a DEX of 13 to get the +10% bonus.
Elf Clerics share the same restrictions to weapons as do their human brethren but are able to
wear any type of armor. They cast spells and turn undead with the ability of a Cleric of equal
level. In addition, they possess all the normal racial abilities of an Elf (infravision, detect secret
doors, immunity to ghoul paralysis) and can speak their alignment language, common, elvish,
gnoll, hobgoblin, and orc.
Reaching 8th Level: Upon reaching the 8th level, an Elf Cleric he may establish or build a sylvan
stronghold that will attract devout elvish followers of the Elf Clerics faith. If the Elf Cleric is in
favor with his deity, the cost of constructing this stronghold will be half the normal price for
such a structure. After completing construction of the stronghold, the Elf Cleric will attract 1stand 2nd level elven followers (numbering 5d6x10). They are completely loyal (never checking
morale) to the Elf Cleric. In addition, the Elf Cleric receives the same benefits of stronghold
construction in a natural setting as does an Elf. Consult that class description for further details.
-
7/28/2019 New Basic Classes
7/18
Table C: Elf Cleric Level Progression
Elf Cleric Level Progression
Experience Level Hit Dice (1d6)
0 1 1
1800 2 23600 3 3
7200 4 4
14,400 5 5
28,800 6 6
57,600 7 7
112,500+ 8 8
Elf Druid
Requirements: DEX 9
Prime Requisites: WIS and DEXHit Dice: d6
Maximum Level: 10
Attack as: Cleric
Save as: Elf
Due to their close connection with the natural world, some elves follow a path of religious
enlightenment that glorifies nature in all her aspects. Known as Druids, these elves serve as a
unique form of Cleric to their people.
Because of their close connection with nature, Druids prefer to clad themselves with armor of a
more natural form than forged metal. As such, they commonly wear leather armor and use
wooden shields, but they are able to wear chain mail made of mithral if they are lucky enough
to acquire a suit of that rare type. Unlike Clerics, Druids have no qualms about spilling the
blood of their enemies and may wield bows, daggers, spears, swords, slings, and staves in
combat. They may use the magical form of any weapon or armor they are normally allowed, as
well as any magical item allowed to Clerics. They cast spells as a Cleric of equal level. Due to
the Druids close connection with the natural world, they lack the ability to Turn Undead, as
those creatures exist outside the realm of nature.
Druids possess all the normal racial abilities of Elves (infravision, detect secret doors, immunity
to ghoul paralysis) and can speak their alignment language, common, elvish, gnoll, hobgoblin,
and orc.
Reaching 9th Level: When an Elf Druid reaches the 9th level he may take residence in an area of
natural beauty, serving as the guardian and warden of the land. Unlike other classes, taking up
residence in such a locale does not require the need to construct a stronghold. A humble shack,
small cave, or other such rude shelter will suffice. Upon doing so, the Elf Druid gains the
-
7/28/2019 New Basic Classes
8/18
benefits of an Elf establishing a stronghold but the number of helpful animals is doubled,
extending for 10 miles instead of 5. At the referees discretion, the Elf Druid may also gain 1d6
animal companions of a type appropriate for the terrain who will serve as the Druids assistants
and protectors.
Table D: Elf Druid Level Progression
Elf Druid Level ProgressionExperience Level Hit Dice (1d6)
0 1 1
1775 2 2
3350 3 3
7100 4 4
14,200 5 5
28,400 6 6
56,800 7 7
111,250 8 8222,500 9 9
333,750+ 10 +1 hp only *
Elf Fighter
Requirements: DEX 9
Prime Requisites: STR and DEX
Hit Dice: d8
Maximum Level: 12
Attack as: Fighter
Save as: Elf
While most adventurers are familiar with the elven masters of both sword and spell, there exists
a class of elven warrior who eschewed the study of magic in order to gain more puissance at
arms. These Elf Fighters are often as adept with the bow as they are the sword and feared by all
who encroach upon the elven lands. Elf Fighters must have at least a 13 in both prime requisites
to get the +5% to experience. They must also have a DEX of 16 and a STR of 13 to get the +10%
bonus.
Elf Fighters may use any weapons and armor. In addition, they possess all the normal racial
abilities of an Elf (infravision, detect secret doors, immunity to ghoul paralysis) and can speaktheir alignment language, common, elvish, gnoll, hobgoblin, and orc.
Reaching 9th Level: When an Elf Fighter reaches 9th level, he can establish a stronghold in any
natural setting. In doing so, they receive all the benefits normally gained by an Elf for building a
stronghold. Consult the Elf character class for further details.
-
7/28/2019 New Basic Classes
9/18
Table E: Elf Fighter Level Progression
Elf Fighter Level Progression
Experience Level Hit Dice (1d8)
0 1 1
2280 2 24560 3 3
9120 4 4
18,240 5 5
36,480 6 6
72,960 7 7
142,500 8 8
285,000 9 9
427,500 10 +2 hp only *
579,000 11 +4 hp only *
712,500+ 12 +6 hp only *
Elf Jack-Of-All-Trades
Requirements: STR 9, INT 9, and DEX 9
Prime Requisites: STR, INT and DEX
Hit Dice: d6
Maximum Level: 9
Attack as: Fighter
Save as: Elf
Some elves seek to fill the days of their long lives by learning as many skills as possible,
mastering none in the process. The Elf Jack-Of-All-Trades is one such example. Combining
puissance of arms with spell-casting and skullduggery, the Elf Jack-Of-All-Trades possesses a
wide array of abilities gained at the cost of slow progression. An Elf Jack-Of-All-Trades must
possess a score of 13 on two of his three prime requisites in order to gain the +5% experience
bonus, and must have a 16 in two of those abilities and at least a 13 in the third to gain the +10%
experience bonus.
An Elf Jack-Of-All-Trades may use any weapon or armor. He may cast spells as if he was a
Magic User of equal level. Additionally, he may perform the feats of a Thief of equal level
provided he is wearing no or leather armor. Success at these feats is determined on the table
below. The Elf Jack-Of-All-Trades retains his normal racial abilities (infravision, detect secret
doors, immunity to ghoul paralysis) and can speak their alignment language, common, elvish,
gnoll, hobgoblin, and orc.
Reaching 9th Level: When an Elf Jack-Of-All-Trades reaches 9th level he may establish a
stronghold as if he were an Elf of equal level. Consult that class for more details. Due to his lack
of dedication to any one craft, an Elf Jack-Of-All-Trades does not attract apprentices of either
-
7/28/2019 New Basic Classes
10/18
the magic-using or thieving variety. He may hire retainers and specialists as normal.
Additionally, upon reaching 9th level he may create spells and magical items as if he were a
Magic User.
Table F: Elf Jack-Of-All-Trades Level Progression
Elf Jack-Of-All-Trades Level Progression
Experience Level Hit Dice (1d6)
0 1 1
4660 2 2
9320 3 3
18,640 4 4
37,280 5 5
74,560 6 6
149,120 7 7
291,250 8 8
582,500+ 9 9
Table G: Elf Jack-Of-All-Trades Thief Skills
Elf Jack-Of-All-Trades Thief Skills
Level PickLocks
F/RTraps
PickPockets
MoveSilently
ClimbWalls
Hide inShadows
HearNoise
1 12 14 28 28 87 23 1-32 18 17 32 32 88 27 1-33 22 20 35 45 89 30 1-44 26 23 42 42 90 37 1-4
5 30 33 45 45 91 40 1-46 40 43 48 48 92 47 1-57 50 53 58 58 93 57 1-58 60 63 68 68 94 67 1-59 70 73 78 78 95 77 1-5
Elf Wizard
Requirements: DEX 9
Prime Requisites: INT and DEX
Hit Dice: d4
Maximum Level: 12
Attack as: Magic User
Save as: Elf
Like their cousin, the Elf Fighter, some elves prefer to concentrate their efforts on a single
pursuit of knowledge rather than learn both the ways of the sword and the spell. Some elves
dedicate their long lives to the study of magic, allowing them to achieve a greater mastery of it
-
7/28/2019 New Basic Classes
11/18
than their less dedicated kinsmen. These elves are known as Wizards. Elf Wizards must have at
least a 13 in both prime requisites to get the +5% to experience. They must also have a INT of 16
and a DEX of 13 to get the +10% bonus.
Elf Wizards share the same restrictions in regards to armor and weapons as Magic Users. They
are able to use any magical item normally available to Magic Users and may cast spells as aMagic User of equal level. In addition, they possess all the normal racial abilities of an Elf
(infravision, detect secret doors, immunity to ghoul paralysis) and can speak their alignment
language, common, elvish, gnoll, hobgoblin, and orc.
Reaching 9th Level: When an Elf Wizard reaches 9th level, he is able to create spells and magic
items. He may also establish a stronghold when he achieves 11 th level. Should he build a
stronghold in any natural setting he receives all the benefits normally gained by an Elf for
building a stronghold. Some Elf Wizards have been known to eschew their sylvan homes in
order to remain closer to the larger cities of Men in order to access the magical resources
available there. If an Elf Wizard builds a stronghold (usually a tower) outside of a naturalsetting, he will attract 1d6 apprentices of either the Magic User or Wizard class ranging between
levels 1-3.
Table H: Elf Wizard Level Progression
Elf Wizard Level Progression
Experience Level Hit Dice (1d4)
0 1 1
2800 2 2
5600 3 3
11,200 4 422,400 5 5
44,800 6 6
89,600 7 7
175,000 8 8
350,000 9 9
543,750 10 +1 hp only *
752,000 11 +2 hp only *
906,250+ 12 +3 hp only *
Halfling ThiefRequirements: DEX 9
Prime Requisites: DEX and CHA
Hit Dice: d4
Maximum Level: 12
Attack as: Thief
Save as: Halfling
-
7/28/2019 New Basic Classes
12/18
While most adventuring halflings are usually brave - for their race - fighters, some put their
natural ability to avoid detection to more lucrative endeavors. A Halfling Thief must have at
least a 13 in one or the other of his/her prime requisites to get +5% to experience. They must
have a DEX and CHA of 13 into get the +10% bonus.
Halfling Thieves are limited to leather armor and may use any weapon that is not large or two-handed. They may not use shields. They retain their racial abilities in the form of bonuses to
initiative, missile attacks, and improved Armor Class vs. large creatures, but their racial
unobtrusiveness is considered in their modified Thief Skills (see table below). If the referee so
chooses, a Halfling Thief may retain his 90% chance to hide in the outdoors, but all attempts to
hide below ground should be resolved using the appropriate roll against his Hide in Shadows
skill. Halfling Thieves possess all the skills of a Thief equal to their own level but use a modified
table to determine the success of these skills.
Reaching 9th Level: When a Halfling Thief reaches the 9th level he may establish a thief den, and
2d6 thief apprentices of 1st level will come to work for him. These apprentices are relativelyreliable (not double-crossing or backstabbing their master usually), but any losses to these
numbers suffered by death or incarceration will not be replaced.
Table I: Halfling Thief Level Progression
Halfling Thief Level Progression
Experience Level Hit Dice (1d4)
1600 1 1
3200 2 2
5600 3 3
6400 4 412,800 5 5
25,600 6 6
51,200 7 7
100,000 8 8
200,000 9 9
360,000 10 +2 hp only *
480,000 11 +4 hp only *
600,000+ 12 +6 hp only *
-
7/28/2019 New Basic Classes
13/18
Table J: Halfling Thief Skills
Halfling Thief Skills
Level PickLocks
F/RTraps
PickPockets
MoveSilently
ClimbWalls
Hide inShadows
HearNoise
1 22 19 28 33 72 23 1-22 28 22 32 37 73 27 1-23 32 25 35 40 74 30 1-34 36 28 42 47 75 37 1-35 40 38 45 50 76 40 1-36 50 48 48 53 77 47 1-47 60 58 58 63 78 57 1-48 70 68 68 73 79 67 1-49 80 78 78 83 80 77 1-410 90 88 88 93 81 87 1-511 97 97 98 95 82 97 1-5
12 99 99 110 99 83 99 1-5
Hireling (NPC only)
Requirements: None
Prime Requisites: None
Hit Dice: d6
Maximum Level: 8
Attack as: Cleric
Save as: Thief
The Hireling class is appropriate for any of the general poorly-skilled assistants a party mighthire to help on their excursions into the dungeon. This class could easily be applied to brave
farm boys seeking adventure, local militia men, and the like who seek to earn a few spare coins
by hiring out to adventurers.
Hirelings have some skill with weapons and armor, but nothing close to that of a professional
soldier or adventurer. As such, they are limited to leather armor and shield for protection, and
may only fight with bows, swords, daggers, spears and pole-arms. They may use the magical
varieties of these arms and armors, as well as potions and magical rings, but can never utilize
miscellaneous magic items, scrolls, or other magic such as wands. As NPCs, they are limited to
8th level. Hirelings who survive that long either become true adventuring-types (fighters mostlikely) along the way or retire to the safety of whatever small village spawned them. While it is
possible for a Hireling to advance quickly due to his low experience point costs per level, it
should be remembered that NPCs rarely earn a full share of experience during a dungeon
expedition, half-shares being the norm.
-
7/28/2019 New Basic Classes
14/18
Table K: Hireling Level Progression
Hireling Level Progression
Experience Level Hit Dice (1d6)
0 1 1
750 2 21500 3 3
3000 4 4
6000 5 5
12,000 6 6
24,000 7 7
46,250+ 8 8
Final Words
In closing, Id like to thank the readers ofThe Society of Torch, Pole and Ropewho provided
their own insights into the race as class issue and helped guide me to my own solution to the
matter. Further thanks go to Paul Montgomery Crabaugh for his original article and to Daniel
Proctor for not only Labyrinth Lord, but for his article Breaking Up Can be So Hard from
Scribe of Orcus Vol. 1 Issue 3, which served to guide my modifications to the racial variant
classes as well.
The preceding classes are all laboratory tests and have not been yet subjected to actual play in
the field. While some attempt has been made at power balance, it wasn t an overwhelming
concern during the construction of the classes. I leave any issues of balancing the classes up to
the individual referee.
Players and referees who use these classes or the modified customization tables are encouraged
to provide feedback based on their experiences. Those wishing to do so may either send them to
[email protected] leave comments at The Society of Torch, Pole and Rope blog
(http://poleandrope.blogspot.com/ ).
http://poleandrope.blogspot.com/http://poleandrope.blogspot.com/http://poleandrope.blogspot.com/mailto:[email protected]:[email protected]://poleandrope.blogspot.com/http://poleandrope.blogspot.com/http://poleandrope.blogspot.com/http://poleandrope.blogspot.com/mailto:[email protected]://poleandrope.blogspot.com/ -
7/28/2019 New Basic Classes
15/18
Appendix: Modified Tables for Customized Classes
The following tables may be used in place of those presented in the article Customized Classes by Paul
Montgomery Crabaugh in Dragon Magazine #109. When the article calls for the referee to consult one
of the tables in that article, merely consult the one presented here instead. In addition, this modified
system removes the base 100 point cost for any customized class. Merely add up all the modifiers fromthe tables below to get the percentage cost to multiply the base xp cost by (Table 1, which is not
included below).
Table 2: Hit Dice
Hit dice Hit Points Cost
D3 0 +0%
D4 +25%
D6 1 +50%
D8 2 +100%
D10 3 +200%
Table 3: Topping Out
Level Cost
8 +0%
9 +10%
10 +20%
11 +30%
12 +40%
Table 4: Armor
Type Cost
None +0%
Shield +10%
Leather +20%
Chain +30%
Any without shield +40%
Any +50%
Table 5: Weapons
Type Cost
None +0%
Axes +10%
Bows +15%
Daggers +5%
Swords +15%
Pole Weapons +10%
-
7/28/2019 New Basic Classes
16/18
Impact Weapons +5%
Slings +5%
Staves +5%
Any weapon +85%
Note: Ive removed
Catapults
(which appears in the original article) from the above list for being
outside the scope of what I considered to be reasonable adventuring possibilities.
Table 6: Racial Abilities
Race Cost
Halfling +20%
Dwarf +25%
Elf +30%
Table 7: Magic Items Allowed
Type Cost
Weapons +10%
Armor +5%
Potions/Rings +15%
Misc. Magic +10%
Wands/Staves/Rods +15%
Protection Scrolls +5%
Other Scrolls +10%
Table 8: Saving Throws
Save as Cost
Cleric +15%
Dwarf/Halfling +80%
Elf +50%
Fighter +25%
Magic User +5%
Thief +10%
Normal Man +0%
Table 10: Hit Progression
Progression Cost
Normal Man +0%
5 levels (Magic User) +10%
4 levels (Thief/Cleric) +20%
3 levels (Fighter) +200%
-
7/28/2019 New Basic Classes
17/18
Magic Tables
Note: In the original article, several different magic tables (Tables I-VIa) were presented to provide spell-
casting options for classes. As I was more concerned with modifying the tables to mimic the results of the
original seven classes, I chose to concentrate on two tables only. Additionally, classes able to use magic-
user spells pay an addition +100% to the base cost of the spell tables presented in the original article. Inmy modified system, a class that replicates the use and number of clerical spells would use Table VII and
a class that replicates the use and number of magic-user spells would use Table VIII. Merely add the
percentage cost to the class total. Referees wishing to use the tables as originally presented are left to
their own devices and modifications.
Table VII: As Cleric (+130%)
Level 1 2 3 4 5 6 7
1 1
2 2
3 2 14 3 2
5 3 2 1
6 3 3 2
7 4 3 2 1
8 4 3 3 2
9 4 4 3 2 1
10 5 4 3 3 2
11 5 4 4 3 2 1
12 5 5 4 3 3 2
13 6 5 4 4 3 2
14 6 5 5 4 3 315 7 6 5 4 4 3 1
16 7 6 5 5 4 3 2
17 8 7 6 5 4 4 2
18 8 7 6 5 5 4 3
19 9 8 7 6 5 4 3
20 9 8 7 6 5 5 3
-
7/28/2019 New Basic Classes
18/18
Table VIII: As Magic User (+500%)
Level 1 2 3 4 5 6 7 8 9
1 1
2 2
3 2 1
4 2 2
5 2 2 1
6 2 2 2
7 3 2 2 1
8 3 3 2 2
9 3 3 3 2 1
10 3 3 3 3 2
11 4 3 3 3 2 1
12 4 4 3 3 3 2
13 4 4 4 3 3 2 1
14 4 4 4 4 3 3 2
15 5 4 4 4 4 3 2 1
16 5 5 4 4 4 4 3 2
17 5 5 5 4 4 4 4 3 1
18 5 5 5 5 4 4 4 4 2
19 6 5 5 5 5 4 4 4 3
20 6 6 5 5 5 5 4 4 4
Special Skills
Note: The cost of additional class abilities are presented in the original article. For my purposes, I was
only concerned with the Clerics ability to Turn Undead and the Thief
s various skills. Referees using the
additional powers provided in the original article are left to their own recognizance.
Skill/Power Cost
Turn Undead +40%
Thief Skills +15% each (120% for all eight)