Campaign starting a 0-level?

Did something like this in 2nd and 3rd Edition. Each time over several sessions. Sometimes it worked, sometimes it did not.
One of the fan-based Midnight supplements had rules for that. But now, I would go with the excelent "Buy the Numbers" to start a character as Commoner and buy the abilities with XPs earned, though this will only work with more experienced players.
 

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WinnipegDragon said:
Here's a curious question...

Has anyone here started a campaign with 0-level characters? Basically, no XP earned until you earn you 1st class level by roleplaying.

I'd imagine the characters would still roll attributes, but would have 4hp (+CON), no feats, no skills, no armour or weapon proficiencies, and base saves of zero across the board. Obviously there would be little to no combat until the class levels were awarded, but it would certainly help players get in touch with their new characters and each other's characters when the entirety of the first one or two game sessions is about regular folk in regular situations. Of course, the regular situation will rapidly turn into one requiring heroes to step forth.

Part of the reasoning behind this is that our group is adding a new player, and this should be a good way to get her into her character before getting her into the rules. Also, the experienced players should find it easier to tone down the meta-game thinking while playing commoners and make it easier on the new girl.

Has anyone tried this? Any potential pitfalls I am not seeing?

It can be done quite easily, if you want the sort of story where the PCs are everyday people who finds themselves thrown into adventures by accident... and become heroes!

But they still should be different from each other, so IMO the must have elite ability scores (obviously) and some feats/skills to start with.

What I suggest (of course you could just use the apprentice rules in the DMG 3.0) is to ask the players which class they want to play later, so that they setup their ability scores appropriately, then give them a character made for example like this:

- only 1 feat instead of 2 (assuming they are human)
- half their skill points (depending on which class they will be at 1st lv)
- 4hp + Con to everyone is good

but don't allow every feat or skill, instead let them choose feats & skills which aren't related to combat, magic or other heroic deeds.

For instance, you may disallow Spellcraft, Knowledge (Arcana), Knowledge (The Planes), Decipher Script, Use Magic Device, Speak Language (unless it's a friendly race's language) and a couple of others.

Then you may disallow all combat-related feats which come from training, allowing only the ones which can be seen as an innate talent: Dodge, Toughness, Great Fort/Light Refl/Iron Will, all the +2/+2 feats, Skill Focus, Endurance, Improved Initiative, and Run.
 


also the Cavalier class in The Dragon when it first appeared... had negative xp ;)

think apprentice levels for the newer edition in 2000
 

Working with the "small town folk turn to life of adventuring" premise, you might want to jot down some notes about turning point actions which reflect a decision that hints at a character's class and alignment. The real point of such adventures is to flesh out the characters, so you need to provide role-playing situations which clearly illustrate the differences in character motivation and attitudes. Examples might be:

Farmer Miller's runaway pig --
Luring the pig in with a trick/trap (Ranger, Rogue)
Cutting the pig off and surprising it (Rogue)
Wrestling or running the pig down (Fighter, Ranger, Paladin)
Exorcising an evil demon from the pig (Cleric, Paladin)
Recruiting allies who can help get the pig (Bard)
Healing the pig when it falls into a pit (Cleric, Druid)
Using a folk charm to lure or fool the pig (Wizard, Sorcerer)
Why should I care? It's not my problem...unless you pay me (Neutral)
I steal the pig and tell the farmer it ran away (Evil)
I owe farmer Miller for helping my family...I go to rescue the pig (Good)
I jump the neighbor's fence and run through their barn chasing the pig (Chaotic)
I go to the neighbor's door and ask their permission and help catchign the pig (Lawful)
 

Yeah, sadly the apprentice rules were removed from the 3.5 DMG, and never in the SRD as far as I can recall...they were what I used when I did this.

Also, you might consider giving them an NPC class that they could "trade in" when hitting 1st level.
 

A campaign I'm playing in started with the characters as 0 level 14 year old townsfolk, it was a lot of fun for two sessions - hiding in the woods scared of a few goblins armed with clubs. It was a good chance to bond with our characters and set up some background. The third session we ended up in Wizard's college and seven years passed in five minutes of real time while our characters became first level.
 

jmucchiello said:
The basic premise is that the 4x multiplier for skills represents 3 pre levels and the 4th set of skill points is your 1st level set of skills. So I have 3 pre level 1 levels where you have but a few skills and once you reach 1st level, you have your full complement of skills and abilities. It also has alternative microclasses for those who start out as a blacksmith's apprentice and switch to fighter at 1st level.
Heh. Copycat! ;)

I've suggested this very same idea a couple of times in various places. Great minds think alike, I guess. (Then again, it *is* a fairly obvious extrapolation...)

Some other consequences of extrapolating backwards: PC's would gain one feat and one ability increase going from "level -1" to "level 0"
 

Kamikaze Midget said:
Yeah, sadly the apprentice rules were removed from the 3.5 DMG, and never in the SRD as far as I can recall...they were what I used when I did this.
Except 3.x Apprentice characters were never really "0th level" characters, and i have no idea why people keep referring to them like that. They were essentially 1st level multiclassed characters. E.g. Ftr1/2 Clr1/2, *not* Ftr0.
 
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