I ran ad&d2e (or whatever) when that was still a thing for druids & such. It's also a misstatement of the rules involvedI think it's kinda funny that people get worked up about clerics, paladins and warlocks breaking their oaths.
Where is the desire for druids to fight other druids to gain levels? For monks to remain poor and donate all but a fraction of their treasure to worthy causes? For rangers to be good aligned and only own what they can carry? For barbarians to be illiterate and not be able to rage if they become lawful? (Or better, attack magic users on sight!) For bards to follow druidic teachings and be partially neutral?
Oh right, there isn't one. Because those are silly restrictions that add nothing to the game. Further, they limit roleplaying and force all characters into very specific boxes (like all druids everywhere belonging to one huge world-spannning organization).
Druid Organization
Druids have a worldwide structure. At their upper levels
(12th and above), only a few druids can hold each level.
Druids, Archdruids, and the Great Druid
At 12th level, the druid character acquires the official title of
“druid” (all druid characters below 12th level are officially known
as “initiates”). There can be only nine 12th-level druids in any
geographic region (as defined by oceans, seas, and mountain
ranges; a continent may consist of three or four such regions). A
character cannot reach 12th level unless he takes his place as
one of the nine druids. This is possible only if there are currently
fewer than nine druids in the region, or if the character defeats
one of the nine druids in magical or hand-to-hand combat,
thereby assuming the defeated druid’s position. If such combat
is not mortal, the loser drops experience points so that he has
exactly 200,000 remaining—just enough to be 11th level.
The precise details of each combat are worked out
between the two combatants in advance. The combat can be
magical, nonmagical, or a mixture of both. It can be fought to
the death, until only one character is conscious, until a prede-
termined number of hit points is lost, or even until the first
blow is landed, although in this case both players would have
to be supremely confident of their abilities. Whatever can be
agreed upon between the characters is legitimate, so long as
there is some element of skill and risk.
When a character becomes a 12th-level druid, he gains
three underlings. Their level depends on the character’s posi-
tion among the nine druids. The druid with the most experi-
ence points is served by three initiates of 9th level; the
second-most experienced druid is served by three initiates of
8th level; and so on, until the least experienced druid is
...
Druids have a worldwide structure. At their upper levels
(12th and above), only a few druids can hold each level.
Druids, Archdruids, and the Great Druid
At 12th level, the druid character acquires the official title of
“druid” (all druid characters below 12th level are officially known
as “initiates”). There can be only nine 12th-level druids in any
geographic region (as defined by oceans, seas, and mountain
ranges; a continent may consist of three or four such regions). A
character cannot reach 12th level unless he takes his place as
one of the nine druids. This is possible only if there are currently
fewer than nine druids in the region, or if the character defeats
one of the nine druids in magical or hand-to-hand combat,
thereby assuming the defeated druid’s position. If such combat
is not mortal, the loser drops experience points so that he has
exactly 200,000 remaining—just enough to be 11th level.
The precise details of each combat are worked out
between the two combatants in advance. The combat can be
magical, nonmagical, or a mixture of both. It can be fought to
the death, until only one character is conscious, until a prede-
termined number of hit points is lost, or even until the first
blow is landed, although in this case both players would have
to be supremely confident of their abilities. Whatever can be
agreed upon between the characters is legitimate, so long as
there is some element of skill and risk.
When a character becomes a 12th-level druid, he gains
three underlings. Their level depends on the character’s posi-
tion among the nine druids. The druid with the most experi-
ence points is served by three initiates of 9th level; the
second-most experienced druid is served by three initiates of
8th level; and so on, until the least experienced druid is
...
I'm sure there were tables where it was some kinda Dark Souls style deathmatch but generally they were more likethe druid being responsible for a grove somewhere with fewer than the cap or a XianXia/cultivation style "tribulations" where NPCs might die but MCs*/PCs have the option came about when the character was deemed ready for & had decent odds of surviving. That was also the edition where its DMG had this to say about healing potion availability
In addition, a potion requires a number of mundane ingre-
dients. The basic cost of these ingredients ranges from 200
to 1,000 gp. The DM should decide this based on how com-
mon the potion is, its power, and the nature of the ingredients
he has specified. A potion of dragon control is a rare item of
great power and so should cost the full 1,000 gp. A potion of
healing is a fairly necessary item, something the DM may
want to be readily available to the characters. Therefore, it
should be cheap, costing no more than 200 gp.
-ad&d2e DMG PG119/120
dients. The basic cost of these ingredients ranges from 200
to 1,000 gp. The DM should decide this based on how com-
mon the potion is, its power, and the nature of the ingredients
he has specified. A potion of dragon control is a rare item of
great power and so should cost the full 1,000 gp. A potion of
healing is a fairly necessary item, something the DM may
want to be readily available to the characters. Therefore, it
should be cheap, costing no more than 200 gp.
-ad&d2e DMG PG119/120

