JoeGKushner
Adventurer
swrushing said:Does this occur at game start or aafter game has started?
It's something out of the novels. Goblin and One-Eye are old veterans who are like 10th-15th level. Tobo is some kid who comes in at the end over 20th level.
swrushing said:If its at game start, then you approve the 12th level "old man" and the 12th level "young pridigy" even though they have different "backgrounds" for how they are 12th level.
if its later, and one of them is coming in, you again use the "old man veteran" or "young prodigy" as acceptable justification for their levels. What tobo establishes is that its not necessary to have "a lot of experience" to justify "a lot of levels".
This isn't the problem. The actual difference in the levels are. Tobo is in essence one of the most powerful people, at his time anyway, on the planet.
swrushing said:I don't get "justify" as the question at all. Are you saying its just not an acceptable "justification" or explanation in your games to be "a child prodigy" or even "a fast learner" to explain level advancement and power?
Not at all. I was happy as a clam when the random starting ages for different classes were removed. I mean, am I the only one who thought it was creepy that these old men via magic users were travelling with these younger people?
swrushing said:IMO this does not equate to having "wildly different power level" characters, just having characters with different justifications/backgrounds explaining their levels.
but if you do plan on having different level characters, the better questrion might be "what do we need to do different in GMing a game where there might be wildly different levels?" After all, the tricks and challenges of a game featuring a 15th level wizard and 10th level other guys might be different from ones with evenly levelled characters.
I can understand that not being in the books, but it might make for an interesting web thingy.
It's more of this different level characters issue. I could be missing it, as I've been reading the book over and over trying to playtest some of the magic and masterwork components, but I just don't see any detailed thought given to handling it.