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A sacred cow to slay: starting at 1st level
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<blockquote data-quote="tuxgeo" data-source="post: 5791981" data-attributes="member: 61026"><p>Another wrinkle to add to these various fine concepts and takes on the subject: instead of having separate <em>tracks</em> (such as "commoner," "veteran," etc.), have separate <em>levels of Zero</em>. I think that three levels of zero might be enough: </p><p></p><p>Level 000 -- "Clueless Newbie": </p><p>_ Racial modifications: Full.</p><p>_ Ability scores: Build as a Level 1 character, but then subtract 1 point from each of the <strong>two</strong> highest ability scores; those two "lost" points are to be regained when the character eventually rises to Level 1. (This is the same span of levels as in 4E, where a Level 1 PC gains 2 points of ability score after having risen 3 levels to Level 4.)</p><p>_ Hit Points: 1d6 + half of Constitution score Hit Points </p><p>_ Starting gold: 5 </p><p>_ Class features: None. </p><p>_ Weapon proficiencies: Dagger, quarterstaff. (Peasant's weapons.)</p><p>_ Armor proficiencies: Cloth </p><p>_ Starting equipment: One set of clothing, one backpack, one water flask, one dagger, one quarterstaff. No armor. </p><p></p><p>Level 00 -- "Bumbling Beginner": </p><p>_ Racial modifications: Full.</p><p>_ Ability scores: [same as Level 000, above] </p><p>_ Hit dice: 2d6 + half of Constitution score Hit Points. </p><p> _ Starting gold (if you start here instead of at Level 000): 20 </p><p>_ Class features: You have gained very elementary experience through adventuring, so gain the two or three most basic features of the class you are working toward -- nothing that varies depending on build within class, because the general stuff is assumed to come first. </p><p>Examples = </p><p>= a Level 00 wizard would gain Cantrips, Spellbook, & Ritual Casting, while a Level 00 Mage would gain Cantrips, Spellbook, & Magic Missile. </p><p>= a Level 00 rogue would gain Leather Armor Proficiency, Weapon Proficiency with Sling and Hand Crossbow, and Sneak Attack. </p><p>= a Level 00 fighter would gain proficiency with all Light Armors, plus proficiency with all Simple Weapons (which is quite a lot). </p><p>= a Level 00 warlord would gain proficiency with all Light Armors, plus proficiency with all Simple Weapons (which is quite a lot). </p><p>(. . . and other classes would get similar fractional class benefits.)</p><p>_ Starting equipment (if you start here instead of at Level 000): One set of clothing, one backpack, one water flask, 5 days of field rations, one piece of armor with which you are proficient, and either one weapon or one implement with which you are proficient. </p><p></p><p>Level 0 -- : "Hopeful Applicant"</p><p>[ follow the same sort of pattern as above ]</p></blockquote><p></p>
[QUOTE="tuxgeo, post: 5791981, member: 61026"] Another wrinkle to add to these various fine concepts and takes on the subject: instead of having separate [I]tracks[/I] (such as "commoner," "veteran," etc.), have separate [I]levels of Zero[/I]. I think that three levels of zero might be enough: Level 000 -- "Clueless Newbie": _ Racial modifications: Full. _ Ability scores: Build as a Level 1 character, but then subtract 1 point from each of the [B]two[/B] highest ability scores; those two "lost" points are to be regained when the character eventually rises to Level 1. (This is the same span of levels as in 4E, where a Level 1 PC gains 2 points of ability score after having risen 3 levels to Level 4.) _ Hit Points: 1d6 + half of Constitution score Hit Points _ Starting gold: 5 _ Class features: None. _ Weapon proficiencies: Dagger, quarterstaff. (Peasant's weapons.) _ Armor proficiencies: Cloth _ Starting equipment: One set of clothing, one backpack, one water flask, one dagger, one quarterstaff. No armor. Level 00 -- "Bumbling Beginner": _ Racial modifications: Full. _ Ability scores: [same as Level 000, above] _ Hit dice: 2d6 + half of Constitution score Hit Points. _ Starting gold (if you start here instead of at Level 000): 20 _ Class features: You have gained very elementary experience through adventuring, so gain the two or three most basic features of the class you are working toward -- nothing that varies depending on build within class, because the general stuff is assumed to come first. Examples = = a Level 00 wizard would gain Cantrips, Spellbook, & Ritual Casting, while a Level 00 Mage would gain Cantrips, Spellbook, & Magic Missile. = a Level 00 rogue would gain Leather Armor Proficiency, Weapon Proficiency with Sling and Hand Crossbow, and Sneak Attack. = a Level 00 fighter would gain proficiency with all Light Armors, plus proficiency with all Simple Weapons (which is quite a lot). = a Level 00 warlord would gain proficiency with all Light Armors, plus proficiency with all Simple Weapons (which is quite a lot). (. . . and other classes would get similar fractional class benefits.) _ Starting equipment (if you start here instead of at Level 000): One set of clothing, one backpack, one water flask, 5 days of field rations, one piece of armor with which you are proficient, and either one weapon or one implement with which you are proficient. Level 0 -- : "Hopeful Applicant" [ follow the same sort of pattern as above ] [/QUOTE]
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