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<blockquote data-quote="howandwhy99" data-source="post: 6414274" data-attributes="member: 3192"><p>This works best if the game is actually designed to support it. I'm not sure 5th edition is, but it may altered to make it so. I don't know. </p><p></p><p>In earlier editions all new characters started out at level 1, 0 XP. </p><p>To start a new character is to begin playing the game over from the start. </p><p></p><p>You could fully retire or make your PC an NPC temporarily, but you didn't get to keep anything but your memories.</p><p>Though I know some people tried to will their offspring PC their stuff. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>But having your memories of course really helps care at all about playing the game. </p><p>Not every level 1 character is being played by a novice player after all.</p><p></p><p>Perhaps the most important point to remember about 1st level characters is that as soon as the dice are rolled to generate them they are unbalanced with other 1st level characters.</p><p>The game is balanced at start and 3d6 scores do bound them outside of rewarded magical stats.</p><p>But after the character is generated and begun in play the difference simply increase from there.</p><p></p><p>Every player begins equally and balanced before play begins, but then the dice are rolled and some characters are stronger while others are weaker and so on. </p><p>That all stats must be rolled or derived (or have no variability as some non-D&D games used) is a vital part of the game.</p><p></p><p>Party balancing is part of game play and individual strategy by each and every player. </p><p>Treasure division is a big part of this, but by no means all. </p><p>That 5e removed treasure balancing for each player is a big step toward enabling this cooperative play again.</p><p></p><p>When players share resources, their ideas of the game world, their maps, their weapons, items, even go so far to work together as a unit.</p><p>Then cooperation balances the party. Not the rules. </p><p></p><p>Cooperative games that don't reward players individually remove individual accomplishment.</p><p>And remove the ability for players to sacrifice and succeed together or apart as part of their own desire. </p><p>Choice matters in D&D about whether or not to cooperate.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6414274, member: 3192"] This works best if the game is actually designed to support it. I'm not sure 5th edition is, but it may altered to make it so. I don't know. In earlier editions all new characters started out at level 1, 0 XP. To start a new character is to begin playing the game over from the start. You could fully retire or make your PC an NPC temporarily, but you didn't get to keep anything but your memories. Though I know some people tried to will their offspring PC their stuff. ;) But having your memories of course really helps care at all about playing the game. Not every level 1 character is being played by a novice player after all. Perhaps the most important point to remember about 1st level characters is that as soon as the dice are rolled to generate them they are unbalanced with other 1st level characters. The game is balanced at start and 3d6 scores do bound them outside of rewarded magical stats. But after the character is generated and begun in play the difference simply increase from there. Every player begins equally and balanced before play begins, but then the dice are rolled and some characters are stronger while others are weaker and so on. That all stats must be rolled or derived (or have no variability as some non-D&D games used) is a vital part of the game. Party balancing is part of game play and individual strategy by each and every player. Treasure division is a big part of this, but by no means all. That 5e removed treasure balancing for each player is a big step toward enabling this cooperative play again. When players share resources, their ideas of the game world, their maps, their weapons, items, even go so far to work together as a unit. Then cooperation balances the party. Not the rules. Cooperative games that don't reward players individually remove individual accomplishment. And remove the ability for players to sacrifice and succeed together or apart as part of their own desire. Choice matters in D&D about whether or not to cooperate. [/QUOTE]
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