Since the 2nd Edition DMG fails to deliver a consistent set of rules for making classes, I thought I’d offer my solution. Let’s start with the fighter.
|Magic Items||Items Warrior||0.5|
- THAC0: A measure of the character’s combat skill. Fighters have a warrior’s THAC0, meaning they advance 1 point every level.
- Magic Items: Warriors are limited to arms and armor, as well as protection scrolls and potions. They can also use some rings and rods. For the most part, however, they’re limited compared to wizards (who can use pretty much any item).
- Followers: All classes get followers when they reach higher levels. My rules allow for multiple henchmen which effectively improves the party’s combat power. Warriors receive the best options for followers.
- Armor & Weapons: Naturally, warriors receive the best options for equipment.
- Hit Dice and Bonus Hit Points: Likewise, warriors generally have the best hit points. All-around, they can hit harder and more often, and they can take more damage.
- The ability bonuses represent modifiers that only warriors can take advantage of – higher to-hit bonuses and bonus hit points.
- The other skills are particular to fighters (and a couple other classes):
- Brawling: Generally, warriors are better at fighting. But beyond having the best THAC0 or hit points (or AC, with the best armor options), the rules from 2E don’t do a good job of explaining how to express
- Experience Bonus: A fighter (as well as a few other core classes) receives additional experience (+10%) for having a Strength score of 16+. (This is a rule that I will examine in the future to determine if there’s a basis for its presence or if I should drop it.)
- Fighter Proficiencies: Fighters have the best options for weapon proficiencies – 4 slots at 1st level and an extra slot at every other level, and they can select from any weapon. They also suffer the smallest penalty for non-proficiency (a paltry -1).
- Multiple Attacks: I prefer a combination of 2E’s extra attacks for specialization and 1E’s extra attacks against low-hit die targets. Thus, fighters get the best benefit here.
- Tower Shield: A small consideration, to be sure, but I use rules that take advantage of a tower shield’s presence (such as taking cover or creating a shield wall). Therefore, proficiency is required and only fighters (and paladins) have it.
- Weapon Focus & Specialization: Bonuses to attack and damage, and extra attacks per round; but only if the character spends the proficiency slots on the weapon.
Altogether, this gives us an experience modifier of 15.75. This is the final experience chart:
The equation I use is: (Base * Class Multiplier * 125) rounded off to the nearest multiple of 250. I came up with the base values through trial and error, mostly, but also by looking at the experience charts in the Player’s Handbook and guessing at the pattern they suggested. Finally, I rounded the numbers because I prefer the visual element of whole numbers on the chart.
This is the baseline for comparison for the other classes. A new skill or ability gets an experience modifier and I always check it against other, current modifiers. For example, what is the Turn Undead ability worth? It forces undead creatures away from the party so it a high value where combat is concerned. However, experience is earned for fighting monsters, not making them run away. So that should lower its value. Whatever number I decide on needs to consider these elements.