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<blockquote data-quote="pemerton" data-source="post: 5801069" data-attributes="member: 42582"><p>A good summary of your posts - and a good point.</p><p></p><p>This is not corrrect. It was acutally +/- 5% for every level below/above 11th. (I think this rule is found in the Monster Manual, in the definition of magic resistsnace.) But I believe 2nd ed may have changed it to a flat number - perhaps because most groups didn't use that rule from the MM?</p><p></p><p>From memory this is true in Basic, but it is not true in AD&D. In AD&D 1st level fighters and clerics hit AC 10 on a 10, but MUs and thieves need an 11 (like 0-level NPCs).</p><p></p><p>There's also the bizarre thing where some of the steps on the MU and thief combat matrices are +3 rather than +2 - and also one of the charts (the cleric, I think, but I could be wrong) has only a +1 step at its higher end.</p><p></p><p>In AD&D there was Appendix P of the DMG. And it was also possible to follow the guidelines for buidling and equipping high level NPCs (of which I think there may have been multiple versions - one in Appendix C, but maybe one also somewhere in the middle of the book).</p><p></p><p>You may be correct that 2nd ed had no such rules.</p><p></p><p></p><p>I was also about to post on this. Just bizarre - MUs and druids especially are brokenly good at those midde levels.</p><p></p><p>But Hussar, technically you are wrong about the paladin vs the MU. The paladin is 350,000 XP to 9th, plus 350,000 per level. The MU is 375,000 to 11th, plus the same per level. So the MU reaches the paladin at 38th level (both require 10,500,000 XP to get there) and then requires an extra 25,000 XP for each subsequent level!</p><p></p><p>But invisibility is not really a utility spell, is it? It's a pretty strong offensive spell!</p></blockquote><p></p>
[QUOTE="pemerton, post: 5801069, member: 42582"] A good summary of your posts - and a good point. This is not corrrect. It was acutally +/- 5% for every level below/above 11th. (I think this rule is found in the Monster Manual, in the definition of magic resistsnace.) But I believe 2nd ed may have changed it to a flat number - perhaps because most groups didn't use that rule from the MM? From memory this is true in Basic, but it is not true in AD&D. In AD&D 1st level fighters and clerics hit AC 10 on a 10, but MUs and thieves need an 11 (like 0-level NPCs). There's also the bizarre thing where some of the steps on the MU and thief combat matrices are +3 rather than +2 - and also one of the charts (the cleric, I think, but I could be wrong) has only a +1 step at its higher end. In AD&D there was Appendix P of the DMG. And it was also possible to follow the guidelines for buidling and equipping high level NPCs (of which I think there may have been multiple versions - one in Appendix C, but maybe one also somewhere in the middle of the book). You may be correct that 2nd ed had no such rules. I was also about to post on this. Just bizarre - MUs and druids especially are brokenly good at those midde levels. But Hussar, technically you are wrong about the paladin vs the MU. The paladin is 350,000 XP to 9th, plus 350,000 per level. The MU is 375,000 to 11th, plus the same per level. So the MU reaches the paladin at 38th level (both require 10,500,000 XP to get there) and then requires an extra 25,000 XP for each subsequent level! But invisibility is not really a utility spell, is it? It's a pretty strong offensive spell! [/QUOTE]
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