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Community
General Tabletop Discussion
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Do You Start At Level 1?
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<blockquote data-quote="Li Shenron" data-source="post: 9871484" data-attributes="member: 1465"><p>It's a good point. </p><p></p><p>I think very low levels are already a bit too complex in 5e, but at the same time risky and short on resources. The PCs have low HP</p><p>and few spell slots and daily uses of abilities. But spellcasters have cantrips* and Wizards, Druids and Clerics have a lot of known spells to choose from.</p><p></p><p>In retrospective I wonder if it would have been better to be a bit more durable (in HP, spell slots and dailies) to account for the fact that beginners are going to make plenty of mistakes, and it's not nice if it's always up to the DM to downplay monsters or have NPC save the day to avoid beginners dying on their first adventure. </p><p></p><p>But at the same time character complexity could have been less in the first couple of levels, to help beginners focus on fewer options. Unfortunately here I think it was non-beginners who were very vocal during DnDNext and wanted more options at low levels, only to soon snob low levels completely and start the game at higher level anyway. </p><p></p><p>*Cantrips were added in 3e specifically to increase the adventuring day for low level spellcasters with something to do after using up their 1st level slot(s). However in 5e IMXP players tend to pick up attack cantrips (or straight buff cantrips like Guidance) which actually don't change that at all, because at low levels attack cantrips are cleverly designed to be almost on par with weapon attacks. That was brilliant design IMO because someone wanting a simpler gameplay can just go pew-pew all day, and someone wanting a complex gameplay can take the "M" cantrips and use a crossbow.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 9871484, member: 1465"] It's a good point. I think very low levels are already a bit too complex in 5e, but at the same time risky and short on resources. The PCs have low HP and few spell slots and daily uses of abilities. But spellcasters have cantrips* and Wizards, Druids and Clerics have a lot of known spells to choose from. In retrospective I wonder if it would have been better to be a bit more durable (in HP, spell slots and dailies) to account for the fact that beginners are going to make plenty of mistakes, and it's not nice if it's always up to the DM to downplay monsters or have NPC save the day to avoid beginners dying on their first adventure. But at the same time character complexity could have been less in the first couple of levels, to help beginners focus on fewer options. Unfortunately here I think it was non-beginners who were very vocal during DnDNext and wanted more options at low levels, only to soon snob low levels completely and start the game at higher level anyway. *Cantrips were added in 3e specifically to increase the adventuring day for low level spellcasters with something to do after using up their 1st level slot(s). However in 5e IMXP players tend to pick up attack cantrips (or straight buff cantrips like Guidance) which actually don't change that at all, because at low levels attack cantrips are cleverly designed to be almost on par with weapon attacks. That was brilliant design IMO because someone wanting a simpler gameplay can just go pew-pew all day, and someone wanting a complex gameplay can take the "M" cantrips and use a crossbow. [/QUOTE]
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