Starting Level of Experience for Player Characters-
| Creating the Player Character | - | - | - | - |
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| - | - | 0 Level Player Characters | - | - |
As a general rule the greatest
thrill for any neophyte player will be the first adventure,
when he or she doesn’t hove
any real idea of what is happening,
how powerful any encountered
monster is,
or what rewards will be gained
from the adventure.
This assumes survival,
and you should gear your
dungeon to accommodate 1st level players.
If your campaign has a mixture
of experienced and inexperienced players,
you should arrange for the
two groups to adventure separately,
possibly in separate dungeons,
at first.
Allow the novice players
to learn for themselves,
and give experienced players
tougher situations to face,
for they already understand
most of what is happening
-- quite unlike true 1st
level adventurers of the would-be sort,
were such persons actually
to exist.
If you have an existing campaign,
with the majority of the
players being already above 1st level,
it might be better to allow
the few newcomers to begin at 2nd level ot even 3rd or 4th in order to
give them a survival chance when the group sets off for some lower dungeon
level.
I do not personally favor
granting unearned experience level(s) except in extreme circumstances such
as just mentioned,
for it tends to rob the new
player of the real enjoyment he or she would normally feel upon actually
gaining levels of experience by dint of cleverness, risk, and hard fighting.
It has been called to my attention
that new players will sometimes become bored and discouraged with the struggle
to advance in level of experience,
for they do not have any
actual comprehension of what it is like to be a powerful character of high
level.
In a well planned and well
judged campaign this is not too likely to happen,
for the superior DM will
have just enough treasure to whet the appetite of players,
while keeping them lean and
hungry still,
and always after that carrot
just ahead.
And one player’s growing
ennui can often be dissipated by rivalry, i.e.,
he or she fails to go on
an adventure,
and those who did play not
only had an exciting time but brought back a rich haul as well.
Thus, in my opinion, a challenging
campaign and careful refereeing should obviate the need for immediate bestowal
of levels of experience to maintain interest in the game.
However, whatever the circumstances,
if some problem such as this
exists,
it has been further suggested
that allowing relatively new players to participate in a modular campaign
game
(assuring new players of
characters of higher level)
would often whet their appetites
for continued play at lower level,
for they can then grasp what
it will be like should they actually succeed in attaining proficiency on
their own by working up their original characters and gaining high levels
of experience.
This reasoning seems sound,
and provided there is a separation
of the two campaigns,
and the one isn’t begun until
new players have had some number of expeditions as 1st level characters,
it is not destructive to
the game as a whole.
Quote:
Originally Posted by ScottyG
Gary, it seems like you would
often be DMing for parties with a wide range in levels. with Joe Newbie
coming in and playing with Ernie and Rob, who have been playing daily for
a year. Did you run different sessions for different level ranges, or did
you mix the new PCs in with the existing group?
Scott
Scotty, just so!
Whenever possible I ran the less-experienced players alone or with lower-level "flunkie" PCs of the veterans of the group, giving them a chance to get full XPs instead of the half limit if played in addition to their "masters."
The newbies actually often preferred to be along as assistants to the high-level PCs, even though I had by then developed the "XP shares by level" method, where all levels of the party were added and the total XPs for the adventure divided by that number and then shared up accordingly--multi-class levels counting as half-levels added to the main one (for instance a F/MU/T of 4-4-5 would have 9 share levels [2+2+5]). Then Robilar and Tenser were involved, the kills and loot were usually great.
Christmas Cheer,
Gary
Quote:
Originally Posted by haakon1
Did you always start at 1st
level? I always have, but I've had DM's who say bring in new characters
at the level everyone else is already at, and I know DM's in 3.5 often
start at 2nd or higher. That feels wrong to me as a player and as a DM.
:\
Real noobs always began at
1st level. More experienced players that were joining up with the main
regulars for some special adventure might begin with new PCs of 2nd, 3rd,
or even 4th level. They were not missing anything, certainly, as they had
already worked one or more PCs to that level and above.
Having a higher starting level often makes the difference of being able to actively participate in play
Cheers,
Gary
*template***template*
0 Level PCs
by John Scott, based on Official AD&D by Aaron Allston and James
M. Ward
All PCs begin at 0 level, unless they are
assigned pregens.
Create a 1st level character, then reverse-engineer to level 0.
500 XP per class to achieve level 1
10% chance of any of the following
F1 you can SWEEP 0 level or less than 1 HD monsters, weapon specialization
-20% to XP
MU1 you can cast MU spells, -20% to XP
C1 you can turn the undead, and cast spells, -20% to XP
T1 thief abilities, -20% to XP
HP begin with 20 bonus HP, -20% to XP
THACO is 20r1
Saves: 16, 17, 18, 20, 19
HP 6 + CON bonus
Achieving Level 1
Max HP
THACO
Saves
Training is not required for level 1
*template***template*