0 Level Character Rules are up


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Generous without being overwhelming: all racial benefits, one At-Will attack, one Trained skill, sub-heroic equipment and stats.

Slightly above zero-hood. Better to move cautiously and travel in groups for quite a while yet.
 

I like it...better than the one I created when 4e first came out (see blog). Though there are a couple things I would steal from my blog and add to these rules. Overall pretty good.
 


Zero-level rules to me have always seemed to be a way to try (but ultimately fail) to attain the level of helplessness and grittiness of Warhammer Fantasy without spending the money on Warhammer Fantasy.

From 1st edition to 4th edition, 0th level characters have been at best a kludge. The system itself isn't really designed to handle it well, particularily not 4th edition which takes a core design tack differant than the game's original design.

Okay, yes, you can 'mathematically' make something 0th level by stripping powers, and reducing a couple numbers.... but isn't the -point- of zeroth level that you're playing something helpless against the world? 4th edition isn't -designed- to do that well. That's just not one of the strengths of the core system or mechanics.

There are many other systems that do this sort of roleplay experience better.
 

I'm inspired by this flexable power source roll system here

I think I can do something with this...
 

Okay, yes, you can 'mathematically' make something 0th level by stripping powers, and reducing a couple numbers.... but isn't the -point- of zeroth level that you're playing something helpless against the world? 4th edition isn't -designed- to do that well. That's just not one of the strengths of the core system or mechanics.

There are many other systems that do this sort of roleplay experience better.

I think you're selling 4e short, it's more flexible than that. And that's not why I would want to run 0th level characters, it's not the hopelessness I want to generate, it's the idea that the characters are in training. These are students, or cadet adventurers.
 

I really like the way the role mechanic is not tied to class. I want this for all levels. I want my rogue to be able to be a leader, if that's what he wants / what the party needs!

I also like the "level up when you meet the goal of your adventure" mechanic, since that's basically what I use in my home games.

But I'm kind of with DracoSuave. I think what the game needs is an actual "normal tier."

1-10 Normal
11-20 Heroic
20-30 Epic

4e isn't set up to do that, and aside from introducing 10-level "negative classes" that all try to fit a design space of about a hairs breadth, there's no real way to play in that frame. These 0-level rules are about having one adventure and then getting to the "real" game. I think a cleverer (though more revolutionary) design would have a full "real" game without ever needing to bother with the higher level stuff, if you don't want to.
 

I really like the way the role mechanic is not tied to class. I want this for all levels. I want my rogue to be able to be a leader, if that's what he wants / what the party needs!

I also like the "level up when you meet the goal of your adventure" mechanic, since that's basically what I use in my home games.

But I'm kind of with DracoSuave. I think what the game needs is an actual "normal tier."

1-10 Normal
11-20 Heroic
20-30 Epic

4e isn't set up to do that, and aside from introducing 10-level "negative classes" that all try to fit a design space of about a hairs breadth, there's no real way to play in that frame. These 0-level rules are about having one adventure and then getting to the "real" game. I think a cleverer (though more revolutionary) design would have a full "real" game without ever needing to bother with the higher level stuff, if you don't want to.
I think "Normal" is more of how tough you are in relation to your opposition. If level 1-5 PCs start by facing elite monsters, then regular ones, then eventually earn the right to fight minions, you do some reverse-level-up that allows for the "in training" feel.

I wonder if stretching the 0-level rules throughout two adventures would cover enough of the "regular joes" ground...
 

I really like the way the role mechanic is not tied to class. I want this for all levels. I want my rogue to be able to be a leader, if that's what he wants / what the party needs!
I'd really like to see something like this. I was actually thinking about this recently. A system where each class could have different builds for different roles.

I also like the "level up when you meet the goal of your adventure" mechanic, since that's basically what I use in my home games.
Yep, this is what I've started using in both 4e and PF.
 

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