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*Pathfinder & Starfinder
Does anybody else miss 1st L Characters
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<blockquote data-quote="Ormazd" data-source="post: 5787201" data-attributes="member: 24334"><p>No. I don't miss it at all.</p><p></p><p>At GenCon last summer, I played in a Pathfinder game in which I was playing a bard. As the dungeon crawl developed, and I quickly found myself out of daily powers and with only a handful of hit points, my character chose the better part of valor and fled. It would have taken (at most) two hits to kill me, so melee combat was really not an option (not that I was very good at it, anyway), and I am not one who enjoys the tension of choosing the "right" moments to use my daily abilities. Obviously, they shouldn't be squandered on the first goblin that sticks its nose out, but not using the powers for several encounters for fear of not having them later is actually less fun than using them up too early (at least I get to use them).</p><p></p><p>Ultimately, it is not fun to run out of useful things to do and be forced to hide in the back or run away (or soak up valuable healing) to stand a chance of surviving.</p><p></p><p>It is perfectly easy to make a 1st-level 4e (or other edition) character feel threatened without restricting him to a handful of hit points and only a pair of cool things he can do before he has to run home for the rest of the day. If, as you (and others) say, you appreciate a more scaled back opening to your heroes' quests, such that they are fragile enough that they can be killed by a single swing of a sword, by all means, do so. I assume your campaigns are tailored to this sort of opening and have ways of handling these issues (or you go through a ton of characters, in a sort of Darwinian approach to role-playing). But please, don't encourage game developers to force us all to play that way. I argue that the default adventure in D&D is more along the lines of the dungeon crawl I mentioned above, that is not conducive to weak 1st level characters, than the kind of campaign that you are describing.</p><p></p><p>O</p></blockquote><p></p>
[QUOTE="Ormazd, post: 5787201, member: 24334"] No. I don't miss it at all. At GenCon last summer, I played in a Pathfinder game in which I was playing a bard. As the dungeon crawl developed, and I quickly found myself out of daily powers and with only a handful of hit points, my character chose the better part of valor and fled. It would have taken (at most) two hits to kill me, so melee combat was really not an option (not that I was very good at it, anyway), and I am not one who enjoys the tension of choosing the "right" moments to use my daily abilities. Obviously, they shouldn't be squandered on the first goblin that sticks its nose out, but not using the powers for several encounters for fear of not having them later is actually less fun than using them up too early (at least I get to use them). Ultimately, it is not fun to run out of useful things to do and be forced to hide in the back or run away (or soak up valuable healing) to stand a chance of surviving. It is perfectly easy to make a 1st-level 4e (or other edition) character feel threatened without restricting him to a handful of hit points and only a pair of cool things he can do before he has to run home for the rest of the day. If, as you (and others) say, you appreciate a more scaled back opening to your heroes' quests, such that they are fragile enough that they can be killed by a single swing of a sword, by all means, do so. I assume your campaigns are tailored to this sort of opening and have ways of handling these issues (or you go through a ton of characters, in a sort of Darwinian approach to role-playing). But please, don't encourage game developers to force us all to play that way. I argue that the default adventure in D&D is more along the lines of the dungeon crawl I mentioned above, that is not conducive to weak 1st level characters, than the kind of campaign that you are describing. O [/QUOTE]
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