D&D 2E Let's Read the AD&D 2nd Edition PHB+DMG!

The kits were indeed a mess. But before the Complete X series, they first appeared in Zeb Cook's Time of the Dragon boxed set. They are specifically tailored to the setting, and they are wonderfully evocative. These are the only kits I ever used; never used any other kits (and for that matter, never used any of the Complete books, except a few bits from the Priest and Fighter books.)
The kits I’ve found best are for the settings in general. The ones in the complete series are often either useless or overpowered.

I’ve heard more and more about this work by Zeb and it’s Taladas setting on Krynn in the past few weeks, having never heard about before October. Which is interesting as I avoided Dragonlance as a kid because it seemed like a very static world. I guess that TSR didn’t market it much after that initial release.

I suppose a deeper dive into Sage Advice may be useful:

Two replies in Dragon #173 stand out:

Sage Advice #173 p. 63 (September 1991), Question: 4​
The Player's Handbook, on pages 26 and 52, makes it clear that only single-classed fighters—not paladins and rangers—can use weapon specialization. However, the Complete Fighter's Handbook, on page 58, pretty clearly implies that all warriors (fighters, paladins, and rangers) can specialize. Did the rules change when the Complete Fighter's Handbook hit the shelves? If so, why would anyone want to play a simple fighter?
 According to a short conversation I had with TSR, Inc.'s Dave "Zeb" Cook a while ago, the rules in the Player's Handbook and Dungeon Master's Guide are intended to serve as the fundamental basis for the AD&D® 2nd Edition game and are supposed to remain unchanged until that far-off day when a new version of the game comes along. (There are no plans for another edition currently in the works, but no set of game rules stays current forever.) While there is a continuous stream of new material planned for the game, all of it is intended to supplement the core rules, not replace them. All of the rules in the Complete Fighter's Handbook are optional, but the phrase giving weapon specialization to all warriors is an error.​
Sage Advice #173 p. 63 (September 1991), Question: 5​
With how many weapons can a fighter specialize? Is it possible to specialize in both a fighting style (from the Complete Fighter's Handbook) and a weapon or combination of weapons? How do you use weapon specialization if you also are using weapon groups from the Complete Fighter's Handbook? Is it possible to double specialize? If so, how do you get it and what bonuses do you get for it?
 In the core rules, a single-classed fighter—and only a fighter—can specialize in exactly one particular weapon. If you're using weapon groups, the fighter must pick one weapon within the group as a specialty. If you're using the rules in the Complete Fighter's Handbook, you can allow fighters to take more than one weapon specialization, but they still must choose their specializations one weapon at a time.​
 Style specialization is actually just a weapon proficiency available to warriors, rogues, and priests. Don't let the name confuse you; a style specialization is a general set of tricks for fighting a certain way, not an intensive study of one particular weapon. It is possible for a character to have more than one style specialization.​
 There are no rules for double specializations in the current version of the AD&D game. However, if you play a variant game and allow all warriors (including rangers and paladins) to take weapon specialization, you might allow fighters only to spend two extra proficiency slots on one weapon (and one weapon only) and become double specialized. The effect of a double specialization is up to the DM, but increasing the specialization bonus to +2 "to hit" and +3 damage seems most reasonable. If you use this unofficial optional rule, be prepared to start adjusting your campaign's play balance, because your poor monsters are going to have a hard time going toe-to-toe with your campaign's fighters.​
These two replies seem to suggest that specialization is limited to single class fighters, regardless of kit bonus, which raises the question as to if the kits are "warrior" kits or just "fighter" kits.

Then it gets a bit weirder, as some questions mention things like an elven ranger with the archer kit from the CBoE:

Sage Advice #259 p. 22-23 (May 1999), Question: 2​
I have an elf Ranger character with the Archer kit from The Complete Book of Elves. The book says the character can fire two arrows at once from the bow. He can do this with a -1 initiative penalty and a -1 attack penalty. My character is also specialized with the longbow. The Player's Handbook says a character specialized with the bow can walk around with an arrow nocked and can simply draw and fire before initiative is rolled: a shoot-first, ask-questions-later, pre-initiative advantage. Could the specialized elven Archer fire two nocked arrows before initiative is rolled? One book says it's done with a -1 initiative penalty, and the other says there is no initiative roll. I understand that the character would still fire with a -1 attack penalty, but I am curious about the pre-initiative dual shot.
 Actually, the Player's Handbook says nothing about "walking around" with an arrow ready to fire. It says a bow specialist can fire before any initiative rolls if he starts out with an arrow nocked and drawn and with the foe in sight. (See the Effects of Specialization section in Chapter 5). It's pretty hard to walk around with a bow pulled back, and even if the character could manage the feat without accidentally shooting his pals in the back several times a day, he still doesn't get of a shot before the initiative roll unless he can see the target before the initiative roll.​
 I suggest following this particular rule to the letter: One arrow fired before initiative, and then only if the archer meets all the requirements. As "Sage Advice" has pointed out before (in issue #255), characters can use only one fancy bow trick at a time.​
Apparently, either Skip decided to ignore the letter writer's statement that the character in question is a ranger or this is tacit acknowledgement of specialization bonus solely from a kit isn't really clear. This is also a reply at the tail end of 2E in 1999, so there was 10 years of game behind this question.

Which is interesting, as responding in 1998 to a question regarding rangers with weapon specialization not being allowed in the Core Rules CD-ROM program, Skip reverts to his statement back in 1991:
Sage Advice #248 p. 20 (June 1998), Question: 6​
According to the AD&D CD ROM, it is impossible for a ranger to use weapon specialization, but I know I've read somewhere that they can. Is this in error in the program?
 The program is right. Early printings of the Complete Fighter's Handbook contained an erroneous reference to weapon specialization for rangers and paladins, but the error was corrected in later printings. Note that if you're using the rules for creating custom characters in the Skills & Powers book, rangers and paladins can purchase the ability to specialize in a weapon with character points. The expenditure of character points, however, means that these characters must give up some other class abilities.​

Which also brings in the 1995 Player's Option rules into the conversation. At least this reply suggests that PO characters and Core+PHBR characters are basically a fully seperate build tree and you should somewhat limit crossover between the options in the PHBR and PO.

This is further elaborated in a few replies regarding the Player's Option books in 1995:

Sage Advice #222 p. 36 (October 1995), Question: 9​
I have two character kits from the Complete Book of Elves and the Complete Book of Dwarves that have been completely befouled by the new Combat and Tactics book. The elven archer fires at a rate of 5/2 moving or 3/1 standing still. Since the new specialization rules came out, how is the archer to be modified to reflect the rules change (since bow specialists now get an increased rate of fire?) Also, the dwarven sharpshooter used to have an improved rate of fire and extra damage due to training and custom equipment. What are the new damage and rate of fire ratings for crossbows fired by the sharpshooter? Is any of this going to be cleared up in the Skills and Powers book?
 The Skills and Powers book won't solve this one for you. Its approach to kits is very different from the one in the soft-backed rule books.​
 You have two choices when trying to fit elven archers and dwarven sharpshooters into a game that uses the PLAYER'S OPTION combat system. You can ignore the C&T rules and use the rules that go with the kit instead (which is a pretty bad deal for the sharpshooter) or you can drop the kit rules in favor of the C&T rules. If you choose the latter, assume that both characters start out as specialists with their chosen weapons and then spend their proficiency slots (or character points) on weapon mastery. In both cases, adhering to the kit restrictions is a good way to justify acquiring advanced levels of mastery. Remember that becoming a grand master takes some special effort.​
Sage Advice #222 p. 36+38 (October 1995), Question: 10​
Do any of the kits in any of the books automatically start with any mastery above specialist? (The elven bladesinger maybe?) Would bard blades be allowed to become experts automatically?
 Specialization is the highest level of mastery anyone gets for free, and then only single classed fighters get it. Elven bladesingers and bard blades receive no free levels of mastery. If you're going to use the PLAYER'S OPTION rules in your campaign, you should stick to the kits presented in the Skills and Powers book. If you're using the character point system from the Skills and Powers book, both blades and bladesingers could achieve mastery in their chosen weapons. They should however, also have to pay a hefty character point cost for their kits; the DM should set a cost based on the special abilities presented in S&P's character creation chapter.​
Sage Advice #223 p. 77 (November 1995), Question: 7​
The weapon specialization rule in the Combat & Tactics book says characters can specialize in only one weapon at a time. What happens to characters who must specialize in multiple weapons; for example, the samurai and the swashbuckler?
 They have to give up their extra weapons of specialization, although the DM could allow them to have expertise in the extra weapons.​
My reading of these three replies suggests that kits as presented in the PHBR series were not anticipated to be compatible with the PO builds, or even the weapon proficiency system described in PO:C&T.

Backing up this theory is another reply, this time referring to thief's off-hand weapon ROF:

Sage Advice #255 p. 26 (January 1999), Question: 15​
Can a Thief throw an additional dagger each round by using a second hand, as can be done with melee attacks? What about larger things such as bolas and javelins? Can a specialist pull this of?
 No, you can't use the two-weapon rule to increase your missile rate of fire, or can you use multiple attacks from class and level. Missile specialists can receive higher rates of fire, depending on which set of specialization rules you use. Check out Chapter 4 of the Combat & Tactics book (pages 74-75).​
There are some other places where such, "there are several systems that you can use--pick one and stick with it" type phrases show up. The "Gods Books" for the Forgotten Realms settings for example provide 3 different ways for a monk's unarmed combat. Either the PHBR Fighter or Priest book, the PO:C&T rules, or the core PHB & DMG. Specifically, it does say that the PHBR Ninja book martial arts style (which IIRC was basically the 1E OE system) should not be used.

As for the wonkiness of the first 4 PHBR books, this 1992 reply regarding a weird reference in the TCBoT gives some insight:

Sage Advice #185 p. 76 (September 1992), Question: 1​
The Alertness proficiency from The Complete Thief's Handbook reduces the chance of being surprised by "1-in-6," but the rules in the Players Handbook use a 10-sided die for initiative and surprise. Also, when do you check this proficiency?
 The AD&D 2nd Edition game does use a ten-sided die for initiative and surprise. The "1-in-6" reference is an error. As I understand it, The Complete Thief's Handbook and other early books in the Complete Handbook series were written before the new PHB was released, so it was very hard for the authors and editors not to think in AD&D 1st Edition game terms while doing their work.​
 Alertness grants the character a +1 bonus on surprise rolls (in the current game, an adjusted roll of 1-3 on a 1d10 indicates surprise). The Complete Thief's Handbook leaves the DM™ on his own when it comes to deciding when to make Alertness proficiency checks. I think the most sensible method is to have the character make the check immediately before any surprise roll. Another workable method would be to allow a character to check once every turn (10 minutes) or hour. The +1 bonus for a successful proficiency check would apply to all surprise rolls made within that time.​
I think I had referenced this earlier, but I think this may have a lot to do with how inconsistent these books seem. TSR was never very good about being internally consistent and the crossover from 1E to 2E looks like a good example of this. My guess is that all this was being written concurrently with the anticipation of a continual cash grab of releasing books, as throughout the 1980s TSR found that without core book releases, revenues would drop resulting in the several financial crunches the company faced.
 

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Now let's look at the Wizard class group, which is made up of the Mage and Specialist Wizards.

First, the elephant in the room (for me). Here lieth the Magic-user, 1974-1989. With 2nd Edition, and beyond, magic-users would be called wizards. Intellectually, I understand the feeling. "Magic-user" is a rather clinical term, even a little clunky, and certainly not evocative of fantasy literature. (I certainly noticed that Hickman and Weis went through great lengths to not call Raistlin a "magic-user," preferring the word "mage" many years before 2nd Edition.

On the other hand, I came to the game with B/X and Mentzer, and then 1st Edition, so to me, the wizard-like characters were called magic-users. My first long-term character was a magic-user. I liked that "wizard" was something you worked to attain, like "Lord" for fighters.

(Sidebar: I live in Japan. In Japanese, the word for "wizard" is 魔法使い mahou-tsukai, which is literally "magic (mahou) user (tsukai)." You'd think, "Great! So the original Japanese translation would have been mahou-tsukai, and there would have been no need to change it when 2nd Edition came around!" Only the classes were transliterated in the original translations of Mentzer Red Box, so "magic-user" became majikku yuuzaa. This has continued with subsequent translations, so since 2nd Edition in Japan, "wizard" is wizaado...)

Unlike the Warrior group description, which spent a short time on the group description, and a long time on each individual class description, there are only a few minor differences between mages and specialists, so much of the class description is given in the greater Wizard description. It notes that wizards cannot wear armor because a) it gets in the way of their spell casting and b) they haven't studied how to use and wear it. Because they haven't studied weaponry, they can only use daggers, staves, knives, darts, and slings. Proficiency in knives and slings are new additions in 2nd Edition, via Unearthed Arcana. (As an aside, I missed 3e in its entirety, so the crossbow-wielding wizard is outside my conceptual space of a D&D wizard. It was daggers in D&D, daggers or staves in AD&D, and at-will cantrips in 4e and 5e.) Wizards get access to the most magic items, due to their ability to use rings, wands, rods, and scrolls.

Next it talks about wizards' ability to make spells scrolls and potions at 9th level. This is a change from 1st Edition, but more in a "splitting the baby" sense. The 1st Edition Players Handbook says that magic-users can make scrolls and potions (and other magic items) at 11th level. But the 1st Edition Dungeon Masters Guide says they can do it at 7th level! So 2nd Edition's 9th level just takes the average of these two numbers.

All Wizards, mage or specialist, use the same XP chart, and all use 4-sided Hit Dice. The XP progression is almost exactly the same as 1st Edition, except for Level 5. In 1st Ed, 22,501 XP were needed to reach Level 5, but 2nd Ed. smooths this down to an even 20,000. All Wizards also use the same Wizard Spell Progression table, which is unchanged from 1st Ed., aside from only going to 20th level, instead of 1st Edition's 29th level.

The rest of the description talks about spell books, and gives a perhaps the fullest accounting of what Vancian magic entails in-world. In another example of 2nd Edition's sometimes shaky editing, there's another paragraph noting that wizards can research new spells and craft magical items, even though this was already mentioned on the previous page. Interestingly, wizards are denied the ability to build a stronghold. They can own property and hire henchmen and mercenaries, but gain no special benefits. In 1st Edition, a 12th level wizard could build a stronghold, clear out the countryside surrounding it for 10 or 20 miles, and begin to rule the area like a noble, receiving 5 sp per inhabitant each month.

The ability requirement to be a Mage is INT 9. INT 16 or higher gives a 10% bonus to XP. Only humans, half-elves, and elves can become mages. Because they are the baseline, nothing else is really written about them: they can use all the schools of magic, unlike specialists.
 


Overall I enjoyed wizards in 2e. I was a little disappointed that the Illusionist lost some character but the extra spells and possibility of specializing in other schools more than made up for it. If the designers had been a little less conservative, they could have given each specialist some unique ability that complemented or enhanced their spell school.
I seem to remember that in 2e, only single-class wizards could specialize in a school, just as only single-class fighters could specialize in a weapon and only single-class thieves could choose how to distribute their % points on leveling up. IMO this was one of the best minor design innovations of 2e, because it gave a stronger motivation for non-humans to single-class.
 


Now let's look at the Wizard class group, which is made up of the Mage and Specialist Wizards.

First, the elephant in the room (for me). Here lieth the Magic-user, 1974-1989. With 2nd Edition, and beyond, magic-users would be called wizards. Intellectually, I understand the feeling. "Magic-user" is a rather clinical term, even a little clunky, and certainly not evocative of fantasy literature. (I certainly noticed that Hickman and Weis went through great lengths to not call Raistlin a "magic-user," preferring the word "mage" many years before 2nd Edition.

On the other hand, I came to the game with B/X and Mentzer, and then 1st Edition, so to me, the wizard-like characters were called magic-users. My first long-term character was a magic-user. I liked that "wizard" was something you worked to attain, like "Lord" for fighters.

(Sidebar: I live in Japan. In Japanese, the word for "wizard" is 魔法使い mahou-tsukai, which is literally "magic (mahou) user (tsukai)." You'd think, "Great! So the original Japanese translation would have been mahou-tsukai, and there would have been no need to change it when 2nd Edition came around!" Only the classes were transliterated in the original translations of Mentzer Red Box, so "magic-user" became majikku yuuzaa. This has continued with subsequent translations, so since 2nd Edition in Japan, "wizard" is wizaado...)

Unlike the Warrior group description, which spent a short time on the group description, and a long time on each individual class description, there are only a few minor differences between mages and specialists, so much of the class description is given in the greater Wizard description. It notes that wizards cannot wear armor because a) it gets in the way of their spell casting and b) they haven't studied how to use and wear it. Because they haven't studied weaponry, they can only use daggers, staves, knives, darts, and slings. Proficiency in knives and slings are new additions in 2nd Edition, via Unearthed Arcana. (As an aside, I missed 3e in its entirety, so the crossbow-wielding wizard is outside my conceptual space of a D&D wizard. It was daggers in D&D, daggers or staves in AD&D, and at-will cantrips in 4e and 5e.) Wizards get access to the most magic items, due to their ability to use rings, wands, rods, and scrolls.

Next it talks about wizards' ability to make spells scrolls and potions at 9th level. This is a change from 1st Edition, but more in a "splitting the baby" sense. The 1st Edition Players Handbook says that magic-users can make scrolls and potions (and other magic items) at 11th level. But the 1st Edition Dungeon Masters Guide says they can do it at 7th level! So 2nd Edition's 9th level just takes the average of these two numbers.

All Wizards, mage or specialist, use the same XP chart, and all use 4-sided Hit Dice. The XP progression is almost exactly the same as 1st Edition, except for Level 5. In 1st Ed, 22,501 XP were needed to reach Level 5, but 2nd Ed. smooths this down to an even 20,000. All Wizards also use the same Wizard Spell Progression table, which is unchanged from 1st Ed., aside from only going to 20th level, instead of 1st Edition's 29th level.

The rest of the description talks about spell books, and gives a perhaps the fullest accounting of what Vancian magic entails in-world. In another example of 2nd Edition's sometimes shaky editing, there's another paragraph noting that wizards can research new spells and craft magical items, even though this was already mentioned on the previous page. Interestingly, wizards are denied the ability to build a stronghold. They can own property and hire henchmen and mercenaries, but gain no special benefits. In 1st Edition, a 12th level wizard could build a stronghold, clear out the countryside surrounding it for 10 or 20 miles, and begin to rule the area like a noble, receiving 5 sp per inhabitant each month.

The ability requirement to be a Mage is INT 9. INT 16 or higher gives a 10% bonus to XP. Only humans, half-elves, and elves can become mages. Because they are the baseline, nothing else is really written about them: they can use all the schools of magic, unlike specialists.
Note the 1e PHB's comment about Magic-user crafting levels were considered errata, and the DMG values were the actual level. So it's not clear why 2e went with 9th level for 2e (and kept 11th level anyway for magic items other than scrolls and potions.)
3e follows Holmes D&D in allowing scrolls from 1st level.
 

I find all that "specialization is intended for single-classed Fighters only" stuff amusing, especially thanks to this Thief kit from Al-Qadim, Arabian Adventures:

2024-11-16_110002.jpeg
 


I find all that "specialization is intended for single-classed Fighters only" stuff amusing, especially thanks to this Thief kit from Al-Qadim, Arabian Adventures:

View attachment 386178
You have to remember the published settings used some options as core rules as well. They also outright broke or ignored some core stuff as well. Al-Qadim required all characters to use a kit for instance. Dark Sun had its 5d4 ability generation, everyone starts at 3rd level, and wild talents were 100%. Planescape required the use of factions. Forgotten Realms had its own unique level caps and some classes that were not allowed in core rules like elven druids as well as a level system that went to 40 instead of 20.

Personally, I think was just to drive book sales.

To that specific point regarding holy slayers, it would seem like it is simply a benefit of the kit rather than an error. I think there were other “core” kits that did similar stuff like the blade kit from the bard’s book.
 

The kits I’ve found best are for the settings in general. The ones in the complete series are often either useless or overpowered.

I’ve heard more and more about this work by Zeb and it’s Taladas setting on Krynn in the past few weeks, having never heard about before October. Which is interesting as I avoided Dragonlance as a kid because it seemed like a very static world. I guess that TSR didn’t market it much after that initial release.
Taladas is one of the best ever D&D settings. Brilliant world building, and just with the core 2e rules. It helps perhaps that Zeb went into it, as he stated in an interview, as an "outsider" (he never worked on Dragonlance before.) "Classic" Dragonlance is my all-time favourite AD&D setting (the one I spent more time running), but Taladas is just different enough to feel completely new (even the gods have different names, which is quite realistic if you think about it). Do yourself a favour and buy it: you won't be disappointed!
 

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