D&D 4E 4E Campaign Beginning - Without Classes

Fallen Seraph

First Post
I have been mulling over in my head a idea for how to start my 4E campaign. Since somethings are becoming unison between the classes, like Base Saves and such.

I am thinking of having all the players start out without a class, just their attribute scores, base saves, probably some basic skills-points, health would be of the lowest class + CON bonus.

So while they may be slightly more powerful then ordinary people they are still ordinary people without a class.

Each character will not know eachother but they are all attending a theatre showing. During the performance however a Pandoran (essentially Aberrations who rule most of The World, but are rarely seen and only have rumours about to say what they are) is assassinated.

The police round up all those in the theatre (including PCs) and place them into a prison. Here through "months" of hard-labour, interrogation, torture, etc. The PCs begin to develop their classes (I will go into detail for specific things that would influence the class, ie: Rogue character stealing food from the kitchen to give to other PCs (beginning of the party), Warlock growing desperate and then having his desperation answered by some unseen force, etc).

They are also each guided by both thoughts and dreams that rack them day and night that end up help leading them to escape (with all their new found abilities) and finally cement them together as a party on the run.

Do you believe that in 4E with the new more united-and-basic build of classes this be a easy transition to pull off?
 

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Perhaps... But it may not appeal to the players- starting out powerless and playing through the arrest/prison terms and inexplicable training may just irritate people.

I suspect that saying 'Here is the backstory, and now you're on the run together (or on the verge of breaking out)' might go over better.
 

Fallen Seraph said:
Do you believe that in 4E with the new more united-and-basic build of classes this be a easy transition to pull off?

I don't see any reason why not. There actually used to be a set of rules in one of the Greyhawk books for starting out at Lvl. 0, which was similar but even harsher than what you're talking about. It sounds pretty sweet. I'd give it a shot.
 

I am going to do something almost like that. Since a level 1 PC in 4e is a “hero” and I just hate the idea of the PCs STARTING as heroes… I have to do something : )
So I am going to assume they have gotten training in their fields of expertise but are not actually full-fledged Heroes until they actually put their skills to use.
My current plan is to let them have some gear, but not the full allotment and let them have most of their level 1 class skills. I will limit it somehow but without the rules I can’t say just what, but most likely will let them have the per encounter abilities but not the per day abilities. After the opening fight and some RP they will become Heroes and get the rest of their starting money and get to be “heroes” .

The MOST important thing to do when you do this is make darn sure you have a good story reason for it and make darn sure you reward the players with an elevation to Hero status ASAP or they will mutiny. I am going to be running a heavily modified version of the Rise of the Rune Lord AP and I think this fits perfectly with it’s opening.

Just do not punish your players and you will be ok.
 

Well for my Campaign, essentially the arrest was a "misstep" in their destiny. The players of course don't know this, but somehow they will affect how the reality of this World is changed (or) not changed.

The thoughts and dreams they have been having are the two opposing forces vying for control. Trying to lead them the way they wish, as they progress down whatever path they take these thoughts (if they are going down the path to reveal the truth of this World) or dreams (if they go down the path to maintain the World) will grow stronger/weaker.

I plan to have them slowly collect some gear while in prison, ie: lockpick here, dagger there. Then during the breakout they gain some extra equipment, of course nicely suited to whatever class they fall into (though still making sense for the setting/level).

As for the training view, while the dreams and thoughts while in-prison can give them slight bonuses/ideas (WyzardWhately that is why I was so pleased with your divination post) as to how better survive. It is up to the players to do so, but since they already have established characters in-terms of some basic stats/backstory I imagine they will act accordingly, so someone who was a thief as a kid could rekindle those talents to steal food, etc.

After they have performed such tasks for the first game session where they are prison I will be placing on their character powers, skills, health, etc. as they move towards their class so at the game session conclusion just prior to the breakout they will be their full class.
 
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Level 0

I was thinking of running a Level 0 campaign as well. As you pointed out, all of the classes are similar to start (excluding powers and abilities), so it should be easy to back out from level 1 down to level 0.

My story premise goes a step further though. The world would start highly populated, non-magical, no monsters, and human only. I know... crazy for D&D. Then the "big bang" happens. Basically, some psuedo-magical/scientific experiment goes very, very wrong and a wall of energy flows through the countryside and across the world. All life is decimated. Luckily, the PCs survive, but a massive percentage of NPCs die. (Hence, PoL setting) Now, the PCs have to survive on their own. To make things tougher, the dead rise, and things that survived the Bang start to magically mutate. Buildings attack the party, dogs morph into Hellhounds... things go arry. Basically, the explosion gives everything "mutation" points which can later be spent and the party can change races or pick up other quirks. These points create a way to bring magic to a non-magical world and how the races are formed. This also logically shows why monsters get tougher as the PCs level as they get the points as well.

After the inital survival, the story becomes relatively open and we'll see what becomes of the group.
 

Hmm, it be interesting if WoTC recognizes how easier it be to have pre-class, level 0 beginnings with this new system.

We could possibly see a actual Core-variant rule for Pre-Class/Level 0 gameplay with rules/options on how to bring in the classes.

*Begins to hope*
 

Fallen Seraph said:
<snip>

*Begins to hope*
If all the classes are as similar at Level 1 as we assume, the Level 0 variant rule should be relatively easy to place in the DMG... if not the DMG2.

I'm looking forward to seeing if they make it a formal rule.
 



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