Dojo Darelir, the School of Xenograg the Sorcerer

Zero-Level Characters, Part 6: Advanced D&D 2nd Edition

As mentioned in Part 2 of this series, my knowledge of the D&D editions I grew up on is not actually complete. This is especially true of Advanced D&D 2nd Edition (2e).

There is a now-old jibe about how no one has read the 5th Edition Dungeon Masters Guide (DMG) because most DMs (at that time) were older players who had played prior editions. The idea of “rereading a book you already know” caused issues because of rule changes. This is old news to me as I never read the 2nd Edition DMG when it came out.

As orisons were introduced in 2e Players Handbook—which I did read at the time—I decided to check the 2e DMG to see if it covered zero-level characters. Indeed, it did: more than half a page! Here is the introduction:

The great mass of humanity, elf-kind, the dwarven clans, and halflings are 'zero-level' characters. They can gain in wisdom and skill, but they do not earn experience points for their activities. These common folk form the backbone of every fantasy world, doing the labor, making goods, selling cargos, sailing oceans, building ships, cutting trees, hauling lumber, tending horses, raising crops and more. Many are quite talented in the various arts and crafts. Some are even more proficient than player characters with the same training. After all, zero-level characters earn their livings doing this kind of work; for player characters such proficiencies are almost more of a hobby.

It goes on to cover Ability Scores and Proficiencies (weapon and non-weapon) which I am skipping here. It is worth reviewing the section on Hit Points:

The majority of people have from 1 to 6 hit points.... Manual laborers: 1d8; Soldier: 1d8+1; Craftsman: 1d6; Scholar: 1d3; Invalid: 1d4; Child: 1d2; Youth: 1d6

Quite a range depending upon vocation. Basic D&D only had two categories: Normal Man (1d4) and Man-at-arms (1d4+3).

[ Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 ]