Supplement Four
Mongoose
You will find that the Conan RPG takes a lot of concepts from D&D and makes them "make sense".
The combat round, for example, is just a few seconds long, and every swing your character makes with his sword is represented by a dice roll. Unlike, in AD&D, where the combat round is a full minute long and your attack throw is abstract, representing several parries and strikes during that minute of combat.
Armor, in the Conan RPG, absorbs damage--it doesn't make your character harder to hit as it does in the AD&D game (in AD&D, better AC makes you harder to hit--in Conan, better AC does not effect the attack throw at all...instead, if you are hit, your armor will reduce damge).
When an enemy swings at you, you have a choice. You can attempt to Parry the blow, or you can try to move out of the way, avoiding the strike all together. When an attack throw is made, the defender decides whether he wants to parry that blow or dodge it. This is a brilliant rule change in the Conan game because, unlike in the AD&D game where wearing Plate Mail is always better than wearing Leather Armor, a character in the Conan game wearing Leather armor can be an effective face-to-face fighter because the character is great at blocking or dodging blows. In fact, the Conan game allows a leather armored character to be better in an engagement against a plate mail clad character. The fighter wearing leather armor will be much more mobile, but have trouble damaging the plate mail clad target. Yet, the plate mail clad target cannot rely on his armor for long. Eventually, it will give, be bashed in, or his opponent will find a way to slip his sword between the plates under his arm or slice through the thinner leather at his neck. In Conan, heavier armor is not always better. It depends on the individual warrior (and how the character is built).
Heavier armor makes it harder to Dodge (makes a lot of sense), so character that rely on Dodge will favor the lighter armors. But, heavier armors absorb more damage when an attacker lands a blow. Typically, those that rely on blocking most often favor heavier armor since they're not concerned with moving around.
When a character dodges, he actually moves 5 feet away or to the side of his attack on the game board. You won't see stagnant fights like we see in AD&D where two fighters hack it out for five minutes but never move. In Conan, the fights are frenzied and gritty. Deadly. But, they're also dynamic, with combatants moving all over the place.
When a character attacks, he can attempt a general type swing, just trying to hit the target and hack through any defenses. This is a normal, AD&D type of attack. But, the Conan RPG also allows a character to fight smarter. He can try to avoid an opponent's armor and try to hit him the neck or head, on the exposed parts of his arms or legs, or sink his blade into the soft flexible areas around the joints or seams of a target's armor.
In the game, this is called Finesse fighting. And, as it should be, making a Finesse attack is harder than making a normal attack. It's like making a called shot. Different armor have different modifiers for Finesse attacks, and only certain weapons can be used for this type of attack (you wouldn't be every effective using a club to hurt a target in plate mail by shoving the club under the target's arm between the chest and back plates...but a dagger would be ideal).
So, it's easier to make an finesse attack to avoid leather armor than it is to avoid plate mail. And, you need the right weapon for the job.
If you are successful with a finesse attack, scoring a hit and beating the penalty, your strike completely ignores the target's damage reduction due to his armor.
Thus, in Conan, you can make a regular strike at no penalty, and if you hit, your damage is reduced by the amount of damage reduction provided by the armor. Or, you can make a Finesse attack, which is harder to do because you are attempting to land a blow in a specific location where armor is absent or weakest. The Finesse attack is penalized because it's harder to achieve, but if you do land a strike, you beneift by doing full damage regardless of the armor the target is wearing.
Again...this makes a lot of sense.
Armor that reduces damage, not make the wearer harder to hit. Defensive moves that include blocking and dodging. Attacks that will allow you to avoid a target's armor. Effective defense without wearing armor at all (by Dodging or Blocking). These are all things that improve the D&D game, in my opinion, and show how the Conan version of the rules is superior to anything than any other version of the d20 rules.
Plus, there are tons of Combat Moves a character can learn that makes combat so much more than just "you attack, then I attack". The combat in Conan is much more visual. You'll experience being there--not just watch what happens. In Conan, combat is actually roleplayed. You describe the exact way you are making an attack, or you describe the exact way you are dodging out of the way or blocking a blow.
This makes combat scenes, like the pic blow, come alive in the layers' imagination.
"I swing my warsword over my head, bringing it down on the Vanir's neck!"
You roll your attack.
"The Vanir throws his sword up to block, the blade across his face."
The parry throw is made, failing pitifully, showing the attack was successful.
Damage is thrown...so much that the Vanir is at -13 hp.
"That mighty blow of yours knocks the Vanir's sword from his hands and slices his head from his shoulders. Your blow is strong and true."
"I smile as I watch his head tumble across the snow."
As in AD&D, hit points represent small cuts, abrasions, wounds, luck, fate, experience...all that abstract stuff that makes a warrior more effective than another. Loss of hit points means that the character takes non-critical wounds. It takes time for bruises and pulled muscles and nicks and cuts to heal. Even if stitches and salves are not needed, the body needs time to heal, and that is what is represented in Conan with hit points.
A character at exactly 0 hit points is considered Disabled, not dead or dying.
A character at -1 hit points or less is considered to have suffered a critical wound and is probably dying. Most characters in the negatives will fall down on the grownd, unable to act, busy holding their guts from escaping through the gashes in their skin. But, there are Feats that will allow a character to keep acting and fighting even if a mortal wound is recieved. Again, it depends on the character build.
You'll find that hit points are returned to the character much quicker than in the AD&D game. In AD&D, a character gets a base of 1 hit point returned if he rests an entire day. In Conan, your character gets a number of hit points equal to 3 + CON modifier + Character Level for resting the same amount of time. Thus, a 1st level AD&D character with a 17 CON can rest an entire day an get back 1 hp. The same character in Conan, resting the same amount of time, gets back 7 hit points.
I'm sure you players are loving that.
There is no clerical healing in the game, but you can increase healing rate by doing things like taking bed rest (doubles your healing points!), or have a healer look after you, or take some Alchemical potions and such.
In AD&D, common people are 0 level characters. Only adventurers have levels.
In Conan, Commoners is a character class (usually used by NPCs only). These characters move up in level just like a Soldier or a Barbarian would, except they have common skills and not many feats. In Conan, the Commoner even has a level chart, just like the main adventuring character classes. So, you could run into a 5th level Blacksmith or a 7th level weaver.
So, where as in AD&D, a blacksmith might have 1d6 hit points only (unless the blacksmith was also of another class, like a Fighter), in Conan, the Blacksmith will have hit point according to his level. A 5th level Blacksmith will have 5d4 + CON bonus hit points.
Not what you'd expect in AD&D.
For a fantasy game, the Conan RPG tends to be much more rooted in reality than the AD&D game.
Another area where the Conan RPG has taken the AD&D game and made it "make sense" is with character levels and the game world.
In AD&D, there is no level limit. Characters can get as high as they want. And, in most AD&D game worlds (not Dragonlance), the world is dynamic, leveling along with the character. This is not unlike the vanilla version of the Oblivion computer game. Remember before you put the OOO mod on it? At low level, the bandits and brigands were also low level, wearing leather armor. Then, as your character grew in level, the bandits at the bridges started wearing better armor, to a point where these bandits were all wearing the best armor--ebony and daedric and glass.
That's how the old D&D adventure modules were. A 1st level dungeon saw the City Watch be 1st level Fighters. If you layed a 10th level adventure, the City Watch probably had 6-7th level Fighters.
This is not true for the Conan RPG. The Conan RPG does for D&D what the OOO mod does for Oblivion. It makes the world not level with your character.
In Conan, the maximum level any character can achieve is level 20. This is true for every NPC, demon, bad-guy...everything in the game. Nothing is 21st level.
The first 10 levels are reserved for the "normal" world. The last 10 levels are reserved for legend (and legenary creatures). The second group of 10 levels (11-20) also makes room for multiclassing, which many characters are.
The game states that, in most campaigns, the players shouldn't encounter anyone higher than 12th level. It should be an extreme exception when that happens.
Conan, himself, turns out to be one of the few 20th level character when he is King of Aquilonia, in his late 40's and early 50's. Of course, this is the legendary Conan, and it took him all his life to get there. But, he's a multiclassed character, too. His highest level is Barbarian at 15th level. (Barbarian 15/Soldier 2/Thief 1/Pirate 2).
What this means is that, no matter which Conan adventure you are playing, and no matter which level YOUR character has attained, the world will stay the same. You can expect the City Watch guards to be the same level no matter which level your character is.
This also means that, at lower level, most NPCs will be very tough for you to fight. Keep that in mind. And, this makes a lot of sense. At 1st level, you've just begun your training. You're not as experienced as the town guard. Get a couple of levels under your belt before you go in taking on the NPC soldier on watch at the city gate.
The Conan RPG is a very, very dangerous game. You get a lot of hit points (max at 1st level, CON bonus is higher than it is in AD&D, and you heal faster than in AD&D), but weapons do a lot of damage. And, if any character lands a blow that does 30 hit points of damage, this is considered Massive Damage, and your character could die from a critical hit regardless of his hit point total (Save or die when the 30 hp damage comes).
Be smart about your conflicts. Use your brain as well as your brawn.
The Conan RPG puts some meaning to a character level. It is no longer an abstract thing as it is in the AD&D game.
As a general rule of thumb, a character should accumulate 1000 experience points per game year.
XP is not given out the same way it is in the AD&D game. XP awards are story based in the Conan RPG. Yes, your character will get some XP from combat, but more emphasis is given to roleplaying and problem solving than in the AD&D game. Playing a true "character" will get you a lot more XP than killing a horde of Picts.
XP awards are also smaller than in the AD&D game. On average, it will take a game year for a character to advance from 1st to 2nd level. Then, it will take another two years for the character to go from 2nd to 3rd level.
See the progression? Each "level" represents a year's experience. Thus, when a character reaches 3rd level, he's had 3 years experience (1 year at 1st level and 2 years at 2nd level). A 4th level character will have at least 6 years experience, on average (1 year at 1st, 2 years at 2nd, 3 years at 3rd).
Also note that the Conan RPG XP chart is very easy to figure out because it is based on these principles. Each level takes 1000 xp. So, at first level, it takes 1000 xp (about a year) to get to 2nd level. While at second level, it takes 2000 xp to get to 3rd. At 3rd, it takes 3000 more xp to get to 4th, and so on.
Take a character's total xp and divide by 1000, and you'll get the number of years, on average, the character has been in the career. Let's say a 3rd level character has 4212 xp. He's been in the career a little over 4 years. Simple, huh?
How many XP does it take to get to 5th level? Easy. You need 1000 at 1st, plus 2000 at 2nd, plus 3000 at 3rd, plus 4000 at 4th = 10,000 xp. Or, about 10 years experience in the career.
Again, that's real simple compared to AD&D.
Simple math, though, will tell you that your character will be 60 years old, if he starts at age 15, when he reaches 10th level. That's a 45 year career. So, how did Conan get to be a 20th level character at about the same age? This is where you have to remember that we're talking about an average when using the Rule of Thumb. Some people will advance faster. Some will advance slower. And, some will advance at different rates during their careers just as the soldier who is sent to do a tour in Vietnam comes away more experienced than his counterpart who spent the year in Germany. Within the universe of the game, a character who spent time on the western Aquilonian border, fighting the Picts, during his youth, may have advanced at a rapid paced compared to the average character, but in the character's middle age, he advanced at an average pace. This is how the higher levels are reached. Accelerated experience.
Player characters are meant to be heroes, therefore they will most likely advance faster than the average person, but this still may mean that it takes 3 game months, instead of 12, to go from level 1 to level 2. And, it make take a game year, instead of 3 years, to reach level 3. This just depends on the character's experiences and the players playing the character.
One thing that is beneficial to players is to use the Rule of Thumb in the game. If you see an NPC Soldier that looks to be around 20 years old, you can guess his level--or get close to it. Typically, the earliest age to start a career is age 15 (but there are exceptions). If the NPC looks to be 20, then you know he's had, at most, 5 years of experience in the career. That's 5,000 xp. So, the character is probably 3rd level.
And, because the game world is static (as discussed earlier), you can apply the rule to your fellow Cimmerians. New recruits will be young and 1st level Barbarian warrirs. A 3rd level character has about 6 years experience and is a traditional War Band member. Veterans--those with a decade of experience under their belts--have about 10 years experience and are 5th level.
Note how your characters will likely meet a lot of lower level characters, but there is a sharp decline in class population the higher the level that is considered. You'll meet a butt load of 1st, 2nd, and 3rd level characters. The number will start to decline when considering 4th, 5th, or 6th level characters. And, characters around 7th or 8th level will be people of real position and skill.
8th level typically means the character is a Champion. For example, a Cimmerian War Chief is likely to be about 8th level (with almost 30 years experience!). A 10th level character could be the Champion of the entire Clan (we're talking Spartacus, here). Or, maybe he's the Chief. Characters of around 15th level is reserved for only the highest positions. An elder Clan Chief (or the General of Turan's Army...or even the king, himself) is a 15th level character (with a lifetime of experience under his belt that must have been accelerated at some time in his life).
The combat round, for example, is just a few seconds long, and every swing your character makes with his sword is represented by a dice roll. Unlike, in AD&D, where the combat round is a full minute long and your attack throw is abstract, representing several parries and strikes during that minute of combat.
Armor, in the Conan RPG, absorbs damage--it doesn't make your character harder to hit as it does in the AD&D game (in AD&D, better AC makes you harder to hit--in Conan, better AC does not effect the attack throw at all...instead, if you are hit, your armor will reduce damge).
When an enemy swings at you, you have a choice. You can attempt to Parry the blow, or you can try to move out of the way, avoiding the strike all together. When an attack throw is made, the defender decides whether he wants to parry that blow or dodge it. This is a brilliant rule change in the Conan game because, unlike in the AD&D game where wearing Plate Mail is always better than wearing Leather Armor, a character in the Conan game wearing Leather armor can be an effective face-to-face fighter because the character is great at blocking or dodging blows. In fact, the Conan game allows a leather armored character to be better in an engagement against a plate mail clad character. The fighter wearing leather armor will be much more mobile, but have trouble damaging the plate mail clad target. Yet, the plate mail clad target cannot rely on his armor for long. Eventually, it will give, be bashed in, or his opponent will find a way to slip his sword between the plates under his arm or slice through the thinner leather at his neck. In Conan, heavier armor is not always better. It depends on the individual warrior (and how the character is built).
Heavier armor makes it harder to Dodge (makes a lot of sense), so character that rely on Dodge will favor the lighter armors. But, heavier armors absorb more damage when an attacker lands a blow. Typically, those that rely on blocking most often favor heavier armor since they're not concerned with moving around.
When a character dodges, he actually moves 5 feet away or to the side of his attack on the game board. You won't see stagnant fights like we see in AD&D where two fighters hack it out for five minutes but never move. In Conan, the fights are frenzied and gritty. Deadly. But, they're also dynamic, with combatants moving all over the place.
When a character attacks, he can attempt a general type swing, just trying to hit the target and hack through any defenses. This is a normal, AD&D type of attack. But, the Conan RPG also allows a character to fight smarter. He can try to avoid an opponent's armor and try to hit him the neck or head, on the exposed parts of his arms or legs, or sink his blade into the soft flexible areas around the joints or seams of a target's armor.
In the game, this is called Finesse fighting. And, as it should be, making a Finesse attack is harder than making a normal attack. It's like making a called shot. Different armor have different modifiers for Finesse attacks, and only certain weapons can be used for this type of attack (you wouldn't be every effective using a club to hurt a target in plate mail by shoving the club under the target's arm between the chest and back plates...but a dagger would be ideal).
So, it's easier to make an finesse attack to avoid leather armor than it is to avoid plate mail. And, you need the right weapon for the job.
If you are successful with a finesse attack, scoring a hit and beating the penalty, your strike completely ignores the target's damage reduction due to his armor.
Thus, in Conan, you can make a regular strike at no penalty, and if you hit, your damage is reduced by the amount of damage reduction provided by the armor. Or, you can make a Finesse attack, which is harder to do because you are attempting to land a blow in a specific location where armor is absent or weakest. The Finesse attack is penalized because it's harder to achieve, but if you do land a strike, you beneift by doing full damage regardless of the armor the target is wearing.
Again...this makes a lot of sense.
Armor that reduces damage, not make the wearer harder to hit. Defensive moves that include blocking and dodging. Attacks that will allow you to avoid a target's armor. Effective defense without wearing armor at all (by Dodging or Blocking). These are all things that improve the D&D game, in my opinion, and show how the Conan version of the rules is superior to anything than any other version of the d20 rules.
Plus, there are tons of Combat Moves a character can learn that makes combat so much more than just "you attack, then I attack". The combat in Conan is much more visual. You'll experience being there--not just watch what happens. In Conan, combat is actually roleplayed. You describe the exact way you are making an attack, or you describe the exact way you are dodging out of the way or blocking a blow.
This makes combat scenes, like the pic blow, come alive in the layers' imagination.
"I swing my warsword over my head, bringing it down on the Vanir's neck!"
You roll your attack.
"The Vanir throws his sword up to block, the blade across his face."
The parry throw is made, failing pitifully, showing the attack was successful.
Damage is thrown...so much that the Vanir is at -13 hp.
"That mighty blow of yours knocks the Vanir's sword from his hands and slices his head from his shoulders. Your blow is strong and true."
"I smile as I watch his head tumble across the snow."
As in AD&D, hit points represent small cuts, abrasions, wounds, luck, fate, experience...all that abstract stuff that makes a warrior more effective than another. Loss of hit points means that the character takes non-critical wounds. It takes time for bruises and pulled muscles and nicks and cuts to heal. Even if stitches and salves are not needed, the body needs time to heal, and that is what is represented in Conan with hit points.
A character at exactly 0 hit points is considered Disabled, not dead or dying.
A character at -1 hit points or less is considered to have suffered a critical wound and is probably dying. Most characters in the negatives will fall down on the grownd, unable to act, busy holding their guts from escaping through the gashes in their skin. But, there are Feats that will allow a character to keep acting and fighting even if a mortal wound is recieved. Again, it depends on the character build.
You'll find that hit points are returned to the character much quicker than in the AD&D game. In AD&D, a character gets a base of 1 hit point returned if he rests an entire day. In Conan, your character gets a number of hit points equal to 3 + CON modifier + Character Level for resting the same amount of time. Thus, a 1st level AD&D character with a 17 CON can rest an entire day an get back 1 hp. The same character in Conan, resting the same amount of time, gets back 7 hit points.
I'm sure you players are loving that.
There is no clerical healing in the game, but you can increase healing rate by doing things like taking bed rest (doubles your healing points!), or have a healer look after you, or take some Alchemical potions and such.
In AD&D, common people are 0 level characters. Only adventurers have levels.
In Conan, Commoners is a character class (usually used by NPCs only). These characters move up in level just like a Soldier or a Barbarian would, except they have common skills and not many feats. In Conan, the Commoner even has a level chart, just like the main adventuring character classes. So, you could run into a 5th level Blacksmith or a 7th level weaver.
So, where as in AD&D, a blacksmith might have 1d6 hit points only (unless the blacksmith was also of another class, like a Fighter), in Conan, the Blacksmith will have hit point according to his level. A 5th level Blacksmith will have 5d4 + CON bonus hit points.
Not what you'd expect in AD&D.
For a fantasy game, the Conan RPG tends to be much more rooted in reality than the AD&D game.
Another area where the Conan RPG has taken the AD&D game and made it "make sense" is with character levels and the game world.
In AD&D, there is no level limit. Characters can get as high as they want. And, in most AD&D game worlds (not Dragonlance), the world is dynamic, leveling along with the character. This is not unlike the vanilla version of the Oblivion computer game. Remember before you put the OOO mod on it? At low level, the bandits and brigands were also low level, wearing leather armor. Then, as your character grew in level, the bandits at the bridges started wearing better armor, to a point where these bandits were all wearing the best armor--ebony and daedric and glass.
That's how the old D&D adventure modules were. A 1st level dungeon saw the City Watch be 1st level Fighters. If you layed a 10th level adventure, the City Watch probably had 6-7th level Fighters.
This is not true for the Conan RPG. The Conan RPG does for D&D what the OOO mod does for Oblivion. It makes the world not level with your character.
In Conan, the maximum level any character can achieve is level 20. This is true for every NPC, demon, bad-guy...everything in the game. Nothing is 21st level.
The first 10 levels are reserved for the "normal" world. The last 10 levels are reserved for legend (and legenary creatures). The second group of 10 levels (11-20) also makes room for multiclassing, which many characters are.
The game states that, in most campaigns, the players shouldn't encounter anyone higher than 12th level. It should be an extreme exception when that happens.
Conan, himself, turns out to be one of the few 20th level character when he is King of Aquilonia, in his late 40's and early 50's. Of course, this is the legendary Conan, and it took him all his life to get there. But, he's a multiclassed character, too. His highest level is Barbarian at 15th level. (Barbarian 15/Soldier 2/Thief 1/Pirate 2).
What this means is that, no matter which Conan adventure you are playing, and no matter which level YOUR character has attained, the world will stay the same. You can expect the City Watch guards to be the same level no matter which level your character is.
This also means that, at lower level, most NPCs will be very tough for you to fight. Keep that in mind. And, this makes a lot of sense. At 1st level, you've just begun your training. You're not as experienced as the town guard. Get a couple of levels under your belt before you go in taking on the NPC soldier on watch at the city gate.
The Conan RPG is a very, very dangerous game. You get a lot of hit points (max at 1st level, CON bonus is higher than it is in AD&D, and you heal faster than in AD&D), but weapons do a lot of damage. And, if any character lands a blow that does 30 hit points of damage, this is considered Massive Damage, and your character could die from a critical hit regardless of his hit point total (Save or die when the 30 hp damage comes).
Be smart about your conflicts. Use your brain as well as your brawn.
The Conan RPG puts some meaning to a character level. It is no longer an abstract thing as it is in the AD&D game.
As a general rule of thumb, a character should accumulate 1000 experience points per game year.
XP is not given out the same way it is in the AD&D game. XP awards are story based in the Conan RPG. Yes, your character will get some XP from combat, but more emphasis is given to roleplaying and problem solving than in the AD&D game. Playing a true "character" will get you a lot more XP than killing a horde of Picts.
XP awards are also smaller than in the AD&D game. On average, it will take a game year for a character to advance from 1st to 2nd level. Then, it will take another two years for the character to go from 2nd to 3rd level.
See the progression? Each "level" represents a year's experience. Thus, when a character reaches 3rd level, he's had 3 years experience (1 year at 1st level and 2 years at 2nd level). A 4th level character will have at least 6 years experience, on average (1 year at 1st, 2 years at 2nd, 3 years at 3rd).
Also note that the Conan RPG XP chart is very easy to figure out because it is based on these principles. Each level takes 1000 xp. So, at first level, it takes 1000 xp (about a year) to get to 2nd level. While at second level, it takes 2000 xp to get to 3rd. At 3rd, it takes 3000 more xp to get to 4th, and so on.
Take a character's total xp and divide by 1000, and you'll get the number of years, on average, the character has been in the career. Let's say a 3rd level character has 4212 xp. He's been in the career a little over 4 years. Simple, huh?
How many XP does it take to get to 5th level? Easy. You need 1000 at 1st, plus 2000 at 2nd, plus 3000 at 3rd, plus 4000 at 4th = 10,000 xp. Or, about 10 years experience in the career.
Again, that's real simple compared to AD&D.
Simple math, though, will tell you that your character will be 60 years old, if he starts at age 15, when he reaches 10th level. That's a 45 year career. So, how did Conan get to be a 20th level character at about the same age? This is where you have to remember that we're talking about an average when using the Rule of Thumb. Some people will advance faster. Some will advance slower. And, some will advance at different rates during their careers just as the soldier who is sent to do a tour in Vietnam comes away more experienced than his counterpart who spent the year in Germany. Within the universe of the game, a character who spent time on the western Aquilonian border, fighting the Picts, during his youth, may have advanced at a rapid paced compared to the average character, but in the character's middle age, he advanced at an average pace. This is how the higher levels are reached. Accelerated experience.
Player characters are meant to be heroes, therefore they will most likely advance faster than the average person, but this still may mean that it takes 3 game months, instead of 12, to go from level 1 to level 2. And, it make take a game year, instead of 3 years, to reach level 3. This just depends on the character's experiences and the players playing the character.
One thing that is beneficial to players is to use the Rule of Thumb in the game. If you see an NPC Soldier that looks to be around 20 years old, you can guess his level--or get close to it. Typically, the earliest age to start a career is age 15 (but there are exceptions). If the NPC looks to be 20, then you know he's had, at most, 5 years of experience in the career. That's 5,000 xp. So, the character is probably 3rd level.
And, because the game world is static (as discussed earlier), you can apply the rule to your fellow Cimmerians. New recruits will be young and 1st level Barbarian warrirs. A 3rd level character has about 6 years experience and is a traditional War Band member. Veterans--those with a decade of experience under their belts--have about 10 years experience and are 5th level.
Note how your characters will likely meet a lot of lower level characters, but there is a sharp decline in class population the higher the level that is considered. You'll meet a butt load of 1st, 2nd, and 3rd level characters. The number will start to decline when considering 4th, 5th, or 6th level characters. And, characters around 7th or 8th level will be people of real position and skill.
8th level typically means the character is a Champion. For example, a Cimmerian War Chief is likely to be about 8th level (with almost 30 years experience!). A 10th level character could be the Champion of the entire Clan (we're talking Spartacus, here). Or, maybe he's the Chief. Characters of around 15th level is reserved for only the highest positions. An elder Clan Chief (or the General of Turan's Army...or even the king, himself) is a 15th level character (with a lifetime of experience under his belt that must have been accelerated at some time in his life).