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1st level forever: an experiment
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<blockquote data-quote="tigycho" data-source="post: 2016509" data-attributes="member: 26604"><p>I wouldn't enjoy playing this game. Spellcasters would never get any spells beyond what they could capture from enemy spell books, or transcribe from scrolls, and even then, there are only so many spells out there at lvl 1 and 0. Plus, they'd only be one shot wimps for the entire game.</p><p></p><p>Fighter-types would dominate, for certain. But, then, since you'd never get any better, the fact that kobolds remain a threat also means that kobolds are the only threat you are qualified to handle.</p><p></p><p>If you give out items to allow the party to advance, they will be forced to rely on these items, since they can't do anything without them... A lot of people think that's already a problem with 3e at the higher levels, and this idea would simply bring the problem all the way into the lowest levels.</p><p></p><p>My personal take on it is that, if you want low levels creatures and 20' pits to stay dangerous is to scale back hit point gains, or use Grim'n'Gritty combat rules, and leave everything else alone.</p><p></p><p>Or, you could use Buy The Numbers by Sigil for characters and scale UP the cost of buying hitpoints significantly. That way, you can remove the XP cost that larger hit dice for a class represent from the leveling up formula, letting those who want to have more HP spend through the teeth for it... the market economy of balanceing hit dice with other cool abilities will reduce the player's tendency to buy more than a few dice of hit points.</p><p></p><p>I love Buy the Numbers, by the way.</p></blockquote><p></p>
[QUOTE="tigycho, post: 2016509, member: 26604"] I wouldn't enjoy playing this game. Spellcasters would never get any spells beyond what they could capture from enemy spell books, or transcribe from scrolls, and even then, there are only so many spells out there at lvl 1 and 0. Plus, they'd only be one shot wimps for the entire game. Fighter-types would dominate, for certain. But, then, since you'd never get any better, the fact that kobolds remain a threat also means that kobolds are the only threat you are qualified to handle. If you give out items to allow the party to advance, they will be forced to rely on these items, since they can't do anything without them... A lot of people think that's already a problem with 3e at the higher levels, and this idea would simply bring the problem all the way into the lowest levels. My personal take on it is that, if you want low levels creatures and 20' pits to stay dangerous is to scale back hit point gains, or use Grim'n'Gritty combat rules, and leave everything else alone. Or, you could use Buy The Numbers by Sigil for characters and scale UP the cost of buying hitpoints significantly. That way, you can remove the XP cost that larger hit dice for a class represent from the leveling up formula, letting those who want to have more HP spend through the teeth for it... the market economy of balanceing hit dice with other cool abilities will reduce the player's tendency to buy more than a few dice of hit points. I love Buy the Numbers, by the way. [/QUOTE]
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