“The Player's Companion extends the core rules by adding a series of new classes, the dwarven machinist and spelunker, the elven ranger, and some human classes - mystic (monk), shaman (druid), and priestess. I'll come out and say it though, the thing that got me fired up with the book-love was the extensive list of templates. (I think they claim there are 144 of them). An ACKS template is basically some pre-selected options that speeds up character generation and gives the character a bit of early flavor. ACKS supports the old school roll-and-go - it's got basic 3d6 in order for abilities and simple classes, like classic D&D. The templates take it the rest of the way, by adding a preconfigured set of starting equipment, starting money, and suggested proficiency selections.”
Well I have read further through and the spell progression is the same for other classes and even the spell availability table complies with the spell progression. So maybe someone can tell me the thoughts behind such a rapid power increase?
The Cleric spell progression is correct. It's based on the original Cleric spell progession in Moldvay/Cook Basic/Expert D&D.
Which in turn is exactly the same as OD&D up to level 7, and only slightly different after. So you will have to blame/credit Mssrs. Gygax and Arneson for that one.
I certainly shall blame them!
Haha I started with BECMI so have no experience of the previous versions. What a very odd idea, why have 3rd and 4th level spells? Just make them all 3rd level and give more spells per day!