I'm all for that.
That is why we only played one campaign in 5E from 1st level. The 1st one in 2014 as we wanted to learn the game from the start.
but level one is so boooring, with characters that have very few options to use.
I agree, many experienced players want to start off with a substantial character at level 1. Compare 4e with suite of solid hit points, comprehensive concept, plus featlike Background, and various feature swaps.
The solution is using "level 0" to unpack the frontloading into an incremental advancement across several "level zero" levels. By calling them all "zero" and naming each zero level by its D&D mechanic, Abilities, Saves, Skills, Combat, and Feat, invites the experienced players to start with the amount of features that they prefer. The level 0 is literally the "zero to hero" style of character development.
all classes could have their 1st and 2nd level features be molded into 1st level.
just so characters have more things to do.
Yeah. The 1DD Ranger is an example of a very substantial level 1 character. If the model for the Ranger and the Rogue extends to Bard and other classes, all level 1 characters will be substantial.
Because it would make the 3e-style multiclassing even more front-loaded. There's easy fixes to that, but then it wouldn't be like 3e.
Similarly, 4e had lv1 characters with 20hp and with actual options, so we cannot have that ever again, because then it would be like 4e.
The 1DD Ranger feels like 5e. Yet it is feels substantial like 4e. This set up might have threaded the needle between the two preferences?
With level 1 being substantial, I would normally start at level 1. But occasionally, I would start characters during level zero for "zero to hero". In the Character Advancement Schedule above, using the 1DD Ranger as the model, level zero comprises four levels for the Background development and four additional levels for frontloading the Class features. Plus the level of Abilities and the level 1, a level 1 character comprises a remarkable ten feats at character creation. Each level is worth about a feat of design space.
When multiclassing, it seems possible to start at a level 0 of the secondary class. Thus the narrative feel more like training, and the mechanics add on more smoothly, while dips for a level 1 feature an additional level away.
Look, if the goal is to both give new players a slower on-ramp and give more experienced a quicker path to their fully realized character, which group should be asked to do something other than start at level one? Either way it’s the same thing, with different labels attached to the levels. So who gets the irregular labels? Do we ask beginning players to understand these funny levels that don’t fit the pattern of 1, 2, 3, etc.? Or do we ask veterans, who understand what they are doing, to skip ahead to 3?
A game is for its gameplayers. Teaching a game is a separate consideration. The "normal" level 1, needs to be whatever the experienced players feel should be normal. Albeit a roleplaying game does well to accommodate different playstyles as much as possible.
I feel strongly, the subclass is the essential aspect of a character concept, and must be actualizable at level 1. Level 1 must allow for a comprehensive character concept, even when looking forward to further advancing this concept at higher levels.
The solution is to unpack the zero levels, for use by players who prefer undeveloped character concepts.
I like many of your thoughts about level 0, and I would still not want to be locked into a subclass from level 1. Maybe I was thinking Scout, but as it turns out when I play this tiefling rogue she wants to be a Swashbuckler.
I'd even be willing to make an argument for a sub-class fork at each tier
It seems to me, the Rogue character can pick Scout for the subclass during level 0, then decide to switch to Swashbuckler at level 2 or 6.
Multi-classing can work, and multi-sub-classing can work too.
Back in the day the GM had some tools that came with "start at 3" & "start at 5" in that they allowed that phrase to continue with "but xyz" like but "use this pointbuy" "multiclassing is restricted like so" & similar. Those were all good things for the health of a campaign since there wasroom to negotiate with tradeoffs for each side of the discussion. That give & take allowed a more amicable discussion where everyone came away with things they wanted.
These kinds of recommendations sound useful for deciding where to begin during level 0.
My actual arguments against doing sub-classes at level 1 are straightforward:
1. It adds further complication to an already complicated task - not only does a new player have to understand the basic concepts of D&D (weird dice! hit points! saving throws! armour class! etc.), PLUS the basic differences between 12 different classes, they then have to further understand those classes enough to make an informed choice between many different sub-classes for each, all before even playing the game.
When dealing with players that are grocking the concept of a roleplaying game, it is, by far, more helpful to start at level 0, specifically at the beginning of the five levels of the Background, before taking any features from the class or subclass levels.
2. Many veteran players, such as me, don't want to be forced into a sub-class right away. We see character creation as an ongoing process rather than something that is complete before the first game, and enjoy seeing how the journey unfolds. Learning what choice feels best for a new character is a fun part of early levelling.
Many veteran players might prefer to go with the default subclass at level 0, then multisubclass to a different subclass at a later level.