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<blockquote data-quote="wingsandsword" data-source="post: 2763922" data-attributes="member: 14159"><p>No. Now, I didn't have the books right next to me so my levels on Monks and Druids were off, but now I do: and in the 2nd Edition AD&D Players Handbook, there were strict limits on Druid progression based on the character level.</p><p></p><p>Only 9 12th level "Druids" per geographic region (up to 3 or 4 regions per continent) and druids must duel to take the place of another to rise in level (a relic of "name level" in 2e, druids weren't "druids" until 12th level, they were "Initiates" until then). 3 "archdruids" per geographic region, again with duelling to level up. 14th level "Great Druid" is unique per region, again with duelling for position. The 15th level Grand Druid is the only 15th level Druid in the world (and also gets 6 spells of each level), then you get into Heirophant Druids. </p><p></p><p>Druid restrictions on levelling up based on only a finite number of people at each level and you have to duel for position, much like the Monk restriction, is a huge pain. The (1e) Monk was was much bigger, since they had to start duelling much earlier. I forgot about Assassins going to 15th level (and only 1 15th level Assassin), but that was a problem too.</p><p></p><p>I do still stand by my statement that the NWP's and Thief Skills systems were clunky and every time I think about AD&D I can't help but realize there is a better way to do it all. Spells & Magic monks were monks in name-only, not anything that should be called monk, and even with the optional experience point penalties the level limits were downright brutal in a long term game.</p><p></p><p>Let's keep this from becoming an edition war, suffice it to say that things like these made me dump AD&D like a hot potato when 3e came along.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 2763922, member: 14159"] No. Now, I didn't have the books right next to me so my levels on Monks and Druids were off, but now I do: and in the 2nd Edition AD&D Players Handbook, there were strict limits on Druid progression based on the character level. Only 9 12th level "Druids" per geographic region (up to 3 or 4 regions per continent) and druids must duel to take the place of another to rise in level (a relic of "name level" in 2e, druids weren't "druids" until 12th level, they were "Initiates" until then). 3 "archdruids" per geographic region, again with duelling to level up. 14th level "Great Druid" is unique per region, again with duelling for position. The 15th level Grand Druid is the only 15th level Druid in the world (and also gets 6 spells of each level), then you get into Heirophant Druids. Druid restrictions on levelling up based on only a finite number of people at each level and you have to duel for position, much like the Monk restriction, is a huge pain. The (1e) Monk was was much bigger, since they had to start duelling much earlier. I forgot about Assassins going to 15th level (and only 1 15th level Assassin), but that was a problem too. I do still stand by my statement that the NWP's and Thief Skills systems were clunky and every time I think about AD&D I can't help but realize there is a better way to do it all. Spells & Magic monks were monks in name-only, not anything that should be called monk, and even with the optional experience point penalties the level limits were downright brutal in a long term game. Let's keep this from becoming an edition war, suffice it to say that things like these made me dump AD&D like a hot potato when 3e came along. [/QUOTE]
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