1st level, flavor vs, substance

My 2nd gaming group wants to start a 1st level campaign, I havent done this for some time? We usually start at 5th to 10th level get 3 to 4 months in on same campaign and it dies. Starting so low was my idea, my intent was to add longevity to a campaign and see if players were more into their pc's if started from scratch.

For those of you that have played 1st level, often, whats the fun class's and whats the powerfull classes? Flavor vs substance or a class that has both. Actual or just your opinion is fine by me, just looking for base build and why? weapon selection, armor, spells if app. feats etc.

never played an Erudite nor an Arcanist & I usually play human.

cool builds, fun , powerful, well rounded...ideas, thoughts, opinions

Eman Resu
 

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Personally I like Druid, Cleric, Wizard and Artificer. I find that they have both substance and flavor. As far as flavor, I think flavor depends more on the players creativity and imagination than a specific class.

As far as starting level is concerned, I always start at level 1. I think starting at lvl 1 provides more opportunities for RP. How much fun the players have at this level depends partly on the ability of the DM since fighting goblins for the thousandth time can wear on players, it's up to the DM to make things fun for the players and to get them interested.

As far as builds you can find many handbooks dealing with such things here Handbooks.
 



well I was looking for a little more info than that. What is the attraction that you would have with a PC that specializes in making magic weapons? Its not like they make these things as they travel about adventuring, so this creates a class meant to stay put and crank out the goods as you stated much as a mad scientist in his permanent lab. I have never read up on them whats the diff between they and Wiz's?

Eman Resu
 


Its actually a pretty powerful class. It has trapfinding, its own form of spellcasting called infusions and of course it can craft things cheaply.
 
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Personally - I'd figure out how far you guys are going to take this. You say in the past you have ended games after 3-4 months. Depending on how often you play, if the same thing happens you may never get past 8th level or so. I'd plan accordingly if that's the case.

I'd play a Wizard - Gnome Illusionist as a matter of fact. (Partly because an aborted campaign forced me to stop playing one recently.) If you are playing with limited spells and all that low level restriction, you might as well be as creative as possible with your spells.

Druid seems to be a popular answer. Honestly, I've never had a player have a bad experience with playing a druid - I've even had a serious suggestion that our next campaign specifically an all Druid game. It's an "overpowered" class some would say, but even if everything were balanced out numerically, I still thing the flavor and the variety of things it can do make it a fun class to play. But things just start getting REALLY interesting about the time your campaign may end...

Ive found low level Clerics often bore people, but its another solid choice IMO.

An artificer for a low-level start campaign may be ideal because your group will want magic items as soon as they can get them and if you can't mitigate the standard XP loss somehow, well, let's just say those first few items are gonna hurt.

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Just to chime in my opinion of low level games, I also prefer starting games at low level. (Yes, low level, low power - I know some people are probably horrified at this point). I agree with previous posters regarding the "Why". It makes people invest more in their characters and gives a real sense of accomplishment.

Yes, I do see more multiclassing, no I don't see such a massive disconnect between spellcasters / melee but my group savors those low levels and by the time they reach a sufficiently high enough level for it to start to matter, they have become more of a "group" with a real place in and sense of the campaign world so the "rules balance" is almost a secondary consideration.

I also use an alternate "Death's Door" mechanic. I let PCs fall to negative Con before you die and allow consciousness (with progressive penalties) up to -1/2 Con. Of course this can be a good or bad thing, though I find with the Concentration skill, and the low HP start, spellcaster's often opt for Con as a top priotity stat.) At the very least it helps survivability of low HD classes and gives them a last ditch opportunity to stay on their feet and do something (which usually amounts to crawling toward a healer, or drinking a potion, etc.) But I do think using some sort of HP boosting rule or alternate Death's Door rule is key to low level gaming. Unless your group just likes to make new characters and takes PC death in stride.
 

In the OP I was thinking of Archivist from the heroes of horror, not arcanist. Has anybody experience with the archivist? likes/dislikes?

Eman Resu
 

Bonus HP at low levels? That's sooo 4E!

Without getting into edition-bashing, I think that's one of the big differences between 4E and 3E.

As a 3E player, I think the vulnerability at low levels emphasizes:
- there are real risks, you can die (makes it easier to empathize with your character)
- you need to melee as a group - at low levels this means everyone plays their sterotype ("true" fighter type w/ AC and HP in the front, wiz in the back)

I admit, it can be crushing to spend an hour or two generating a new character only to have them die in the first battle, but I accept this downside risk.
 

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