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<blockquote data-quote="Arkhandus" data-source="post: 6123471" data-attributes="member: 13966"><p>No, the group is still a mix of 10th and 11th level PCs right now. Progress has been slow in the past month or two due to a few factors.</p><p></p><p>And I am not assuming newcomers to be unreliable necessarily, it is just, frankly, a great deal of experience that they usually DO drop out shortly after wasting my time. And again, it is more that I prefer to reward reliable players than anything else. It's not a matter of seniority; less-active long-term players get less bonus XP than active newcomers (there's more to participation than just showing up, and the amount of bonus XP given reflects that).</p><p></p><p>I don't see how you equate it with a lack of trust or some preferential treatment; you're basically saying that I should start newcomers off at exactly the same power-level as long-lasting players simply to show a measure of trust? That's a non-sequitor argument. And when a character dies or gets retired, any replacement character their player makes has to follow the same char-gen guidelines as a newcomer would. D&D usually involves some PCs losing a level or falling a level behind due to death and resurrection or other such things (or simply being more fragile due to a template's or race's Level Adjustment).</p><p></p><p>If I were running a casual adventure, a one-shot or the like, it would make sense to just have every PC enter at the same level as the rest of the group. And with printed Adventure Paths where each module is made for characters of a specific level and is likely to end badly for any lower-level characters, it works too (my Jade Regent campaign works that way since I don't want to leave anyone crippled against the dangers of the Adventure Path as-written). But it has less bearing on a homebrewed campaign, which is more flexible.</p><p></p><p>Very few have ever complained about my policy regarding newbies starting half a level or one level behind initially, except for some obvious powergamers who were talking about some min-maxed builds they were considering beforehand. But then, most of the folks I've played with have actually played D&D before and are used to the occasional lower-level PC (and used to older PCs dying occasionally and ending up a level lower that way as has basically always been the case in D&D).</p><p></p><p>Also: you only prove my point by dropping out NOW, after I've spent a few hours or so this week responding to character ideas and rules-matters with you, as so many other flakey newbies have done in the 13 years I've been DMing. I always present my campaign concepts, character creation parameters, and any houserules up-front or as soon as possible, so I don't waste people's time <em>before </em>they learn the specifics. I'm open to discussion and open to changing my mind when someone gives a good argument supporting their point, because I try to be as fair and reasonable as possible. But that does not mean being a pushover for munchkins and powergamers.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 6123471, member: 13966"] No, the group is still a mix of 10th and 11th level PCs right now. Progress has been slow in the past month or two due to a few factors. And I am not assuming newcomers to be unreliable necessarily, it is just, frankly, a great deal of experience that they usually DO drop out shortly after wasting my time. And again, it is more that I prefer to reward reliable players than anything else. It's not a matter of seniority; less-active long-term players get less bonus XP than active newcomers (there's more to participation than just showing up, and the amount of bonus XP given reflects that). I don't see how you equate it with a lack of trust or some preferential treatment; you're basically saying that I should start newcomers off at exactly the same power-level as long-lasting players simply to show a measure of trust? That's a non-sequitor argument. And when a character dies or gets retired, any replacement character their player makes has to follow the same char-gen guidelines as a newcomer would. D&D usually involves some PCs losing a level or falling a level behind due to death and resurrection or other such things (or simply being more fragile due to a template's or race's Level Adjustment). If I were running a casual adventure, a one-shot or the like, it would make sense to just have every PC enter at the same level as the rest of the group. And with printed Adventure Paths where each module is made for characters of a specific level and is likely to end badly for any lower-level characters, it works too (my Jade Regent campaign works that way since I don't want to leave anyone crippled against the dangers of the Adventure Path as-written). But it has less bearing on a homebrewed campaign, which is more flexible. Very few have ever complained about my policy regarding newbies starting half a level or one level behind initially, except for some obvious powergamers who were talking about some min-maxed builds they were considering beforehand. But then, most of the folks I've played with have actually played D&D before and are used to the occasional lower-level PC (and used to older PCs dying occasionally and ending up a level lower that way as has basically always been the case in D&D). Also: you only prove my point by dropping out NOW, after I've spent a few hours or so this week responding to character ideas and rules-matters with you, as so many other flakey newbies have done in the 13 years I've been DMing. I always present my campaign concepts, character creation parameters, and any houserules up-front or as soon as possible, so I don't waste people's time [I]before [/I]they learn the specifics. I'm open to discussion and open to changing my mind when someone gives a good argument supporting their point, because I try to be as fair and reasonable as possible. But that does not mean being a pushover for munchkins and powergamers. [/QUOTE]
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