D&D 5E Poll: What is a Level 1 PC?

What is a Level 1 PC?

  • Average Joe

    Votes: 21 6.1%
  • Average Joe... with potential

    Votes: 120 34.7%
  • Special but not quite a Hero

    Votes: 175 50.6%
  • Already a Hero and extraordinary

    Votes: 30 8.7%

I don't, as in the larger sense* I'm one of those people.

Sure I'll check out other systems, but not with an eye to playing them; I'll check them out to see what ideas they might have that I can incorporate into my D&D system.

* - I'll play something else at a con or as a one-off but for my long-term games one system is all I need; and if it at first doesn't seem to work for something I'll just make it work.

Lan-"throwing brute force and ignorance at my game system since 1984"-efan

But, there's a difference here Lanefan. AFAIK, you're not advocating completely rewriting the basic premises of the game, abandoning wholesale most of the mechanics and creating a campaign which has very little to do with the initial conceits of D&D.

I know you fiddle with the advancement rules, but, I've never seen you talk about turning D&D into a classless system, or building every single creature from the ground up.

Hey, I play D&D almost exclusively as well. I've played other systems, but, for the majority of my gaming experience, it's been D&D in various iterations. But that's because I actually LIKE D&D. If I was constantly rejiggering the game to the degree that is being suggested here, I'd certainly never try to claim that this isn't a bucketfull of work.
 

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And now we're back to no one being 1st level ever. Now a hunter is no longer a 1st level commoner? Good grief, who is?
In a system that posits twenty levels and a variety of classes, not many people.

I find the DMG guidelines on demographics ludicrous given the rest of the rules structure, and generally assume than any NPC gains several levels over the course of a lifetime. Thus, a 1st level commoner is generally limited to teenagers with no specific training or various forms of mendicant, addict, or people who otherwise don't do anything. An adult citizen is likely to have a few levels of commoner, even if no other class is appropriate. Why have all that granularity and not use it?

Sounds like a problem with your group then, not with the game. I find it stunningly hard to believe that people refuse to play any other RPG than D&D. Good grief, do you only play one video game or one sport? Ever?
If there were other realistic alternatives, things might be different. But what other game is well-known enough to recruit new players and well-developed enough to satisfy experienced rpg-ers? I don't know of any.

Well, considering the name on the box, I think that any purported D&D system that does not strongly handle dungeon crawl play is not really D&D anymore.
That is an interesting issue. My sense of things is that the concept of a dungeon is an anachronism and is generally not used any more (dragons are still quite relevant). Certainly I rarely use anything that even loosely meets that definition, and don't play anything close to the dungeon-crawling style. I see a lot of chatter around that issue. Maybe it's worth doing a poll on it or something.

I reject your notion of "advanced" players entirely.
My players don't.

Sorry, but, "routinely ignore the rules and just build their own classes" is something I've never seen done at any table I've played at.

Most tables call routinely ignoring rules cheating.
Really? You've never used alternate class features? More strangely, you've never had a player proudly present you their homemade class? Or just straight-up ask to change a class ability to something else?

If that's really true, you are indeed in some kind of alternate universe from where my games are played. I look at character creation as a collaborative process between player and DM, using the rules as a baseline. I gave up on using any class as written years ago.

That you can ignore the rules is not a very good argument for keeping those rules.
Actually, it kind of is. That's called an "optional" or "modular" approach.

There is nothing inconsistent in allowing DM's to design NPC's outside of the class framework. There's an entire book of monsters that doesn't follow the class framework after all. Are you saying the Monster Manual is inconsistent?
Yes.

Why is a tailor different from, say, a wild boar? After all, that wild boar has abilities that PC's can never gain (ferocity) and the stats of the creature are entirely ad hoc.
A wild boar is a race, not a class. So the valid comparison is between a boar and a human. Obviously, a boar cannot advance by conventional classes because it lacks intelligence, and its ferocity, like elven immunities or gnomish cantrips, is a product of its race, not training.

That being said, all races should be considered in the same way (humanoid and otherwise) and all advancement should be considered in the same way.
 
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But, there's a difference here Lanefan. AFAIK, you're not advocating completely rewriting the basic premises of the game, abandoning wholesale most of the mechanics and creating a campaign which has very little to do with the initial conceits of D&D.

I know you fiddle with the advancement rules, but, I've never seen you talk about turning D&D into a classless system, or building every single creature from the ground up.
I don't know that I've ever seen anyone suggest that the "initial conceits of D&D" were still relevant. The basic premises of the game have been rewritten quite a few times.

I'm merely suggesting that the rules should be deep enough and flexible enough to accommodate the variety of things that people will do with them. Which is quite a large variety.
 

I find the DMG guidelines on demographics ludicrous given the rest of the rules structure, and generally assume than any NPC gains several levels over the course of a lifetime. Thus, a 1st level commoner is generally limited to teenagers with no specific training or various forms of mendicant, addict, or people who otherwise don't do anything. An adult citizen is likely to have a few levels of commoner, even if no other class is appropriate. Why have all that granularity and not use it?

I'd argue that (at least in 3.5/PF RAW) a single skill point actually represents some significant difference from the 0. For a craft or profession, going from untrained and making a few silver to earning a significant amount of money. Level 5 in PF is so advanced that a craftsman can actually make magical items.

As far as skill (or xp) acquisition, I would argue that it isn't doing the same old thing that gives you a meaningful increase in skill, its doing things that expand your limits (like a runner who hits 10 minute miles and makes that their life-long pace vs. one that keeps trying to push it). Beyond initiative, it also takes opportunity to do that.

In modern real life there are sizable portions of the population who never advance beyond an initial entry level job commonly taken by more advantaged teenagers (grocery store bagger, register at McDonalds, the unskilled part of grounds keeping) and never acquire additional training. And it isn't that the job is dead-end (well, in a decent economy), the older teens/ young college students commonly move into shift manager positions even if working only part time. In a society where 50-80% of the population was necessarily engaged in non-innovative agriculture with pressure to keep them there I would expect even more people to be eternal 0-levels.
 

I'd argue that (at least in 3.5/PF RAW) a single skill point actually represents some significant difference from the 0. For a craft or profession, going from untrained and making a few silver to earning a significant amount of money. Level 5 in PF is so advanced that a craftsman can actually make magical items.
Given the treasure awarding guidelines, there must be a fair number of 5th level NPCs doing that.

As far as skill (or xp) acquisition, I would argue that it isn't doing the same old thing that gives you a meaningful increase in skill, its doing things that expand your limits (like a runner who hits 10 minute miles and makes that their life-long pace vs. one that keeps trying to push it). Beyond initiative, it also takes opportunity to do that.
Running enough 10-minute miles strung together can be quite an impressive achievement, but that's tangential.

In modern real life there are sizable portions of the population who never advance beyond an initial entry level job commonly taken by more advantaged teenagers (grocery store bagger, register at McDonalds, the unskilled part of grounds keeping) and never acquire additional training. And it isn't that the job is dead-end (well, in a decent economy), the older teens/ young college students commonly move into shift manager positions even if working only part time. In a society where 50-80% of the population was necessarily engaged in non-innovative agriculture with pressure to keep them there I would expect even more people to be eternal 0-levels.
Most people do work different jobs and learn different skills (which could be represented by having a few ranks in several skills rather than maxing everything). They also have families or learn other survival skills. The D&D class system is not a great way of doing things, but when I create a world using it, I see a lot of people gaining experience for their daily lives.

Although I don't use XP, I like to use Experts (the book) as a guideline for character advancement through everyday tasks; professional, personal, etc.
 

Although I don't use XP, I like to use Experts (the book) as a guideline for character advancement through everyday tasks; professional, personal, etc.

Can't XP again yet.

I like the level mechanic too (without the HP and BAB)... I'm just a bit more conservative on what it takes to have enough knowledge to give it a skill point. I haven't seen the Experts book yet... good overall, or just for a few parts?
 

The NPCs spend years practicing their Glass-Blowing skills. The PC overtakes them because they kill lots of goblins. Right, that's not at all unreasonable, but having people excel at their profession without also being high level is.
/thread.

Pretty much sums it up right there, in my mind, and I wish I could XP Bluenose.

-O
 

I like the level mechanic too (without the HP and BAB)... I'm just a bit more conservative on what it takes to have enough knowledge to give it a skill point. I haven't seen the Experts book yet... good overall, or just for a few parts?
If you want [ame="http://www.amazon.com/Experts-v-3-5-Comprehensive-Sourcebook-Role-Playing/dp/0972251197"]the book[/ame] new, you'll have to drop $881.33. Not worth it, IMO.

Most of the book is devoted to subtypes of the expert class geared towards specific professions. There are also substantial sections on detailing how specific profession skills and craft skills work. There are a few new feats and other crunchy elements but not a lot of radical new rules (nor would one expect such). I find it a useful guideline for generic NPC creation. Well written and a good bargain buy if you can find it cheap, but not essential.

There is an appendix for XP gain by professional skill use, which amounts to a few hundred a year for most characters. Far less than an adventurer, but enough to advance the character significantly over a career. Like I said, it seems a reasonable baseline. Commoners are probably slower (there's no book for them), but over four or five decades of working will at least gain a couple of levels, in my opinion.
 


I said Average Joe with potential, but really my view of level 1 PCs is essentially both Average Joe with potential AND Special but not quite a hero.
 

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