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Followup on "Everyone Starts at First Level"
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<blockquote data-quote="howandwhy99" data-source="post: 6568660" data-attributes="member: 3192"><p>To OP:</p><p></p><p>I've been doing the same thing, but in an earlier version of D&D. My suggestion would be to allow the Players to choose where they go (in terms of level of the dungeon), which encounters they confront and which they try and evade, and basically allow them to assess and create their own party abilities for those choices based upon how they learned to work together. I do this by starting a campaign in level one and letting them explore from there. Also, think about giving new players/characters the option to begin later in a session once the playing party retreats back to a level one area or thereabouts. </p><p></p><p>I rate area/dungeon levels like I rate everything else, so even if a band of Fire Giants marched down from the mountains there would be consequences to be experienced the whole way. Something that signified that changing power level of the area. Maybe that's a high level human encampment (i.e. a city, not Epic-level people) at the mountain's base, or at least that city's patrolled territory. If the PCs are allied with the humans, or even just pretending to be, they will likely be warned the incursion long before they see the first Giant.</p><p></p><p>That's all about the shifting of dungeon level ratings though based on contents. Something that Dungeon! doesn't do. But maybe it's time for those high level PCs to go raid that Fire Giant Hall for treasure, huh? Or maybe they have some commitment to the people of the invaded land they don't want to lose? (another kind of treasure).</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6568660, member: 3192"] To OP: I've been doing the same thing, but in an earlier version of D&D. My suggestion would be to allow the Players to choose where they go (in terms of level of the dungeon), which encounters they confront and which they try and evade, and basically allow them to assess and create their own party abilities for those choices based upon how they learned to work together. I do this by starting a campaign in level one and letting them explore from there. Also, think about giving new players/characters the option to begin later in a session once the playing party retreats back to a level one area or thereabouts. I rate area/dungeon levels like I rate everything else, so even if a band of Fire Giants marched down from the mountains there would be consequences to be experienced the whole way. Something that signified that changing power level of the area. Maybe that's a high level human encampment (i.e. a city, not Epic-level people) at the mountain's base, or at least that city's patrolled territory. If the PCs are allied with the humans, or even just pretending to be, they will likely be warned the incursion long before they see the first Giant. That's all about the shifting of dungeon level ratings though based on contents. Something that Dungeon! doesn't do. But maybe it's time for those high level PCs to go raid that Fire Giant Hall for treasure, huh? Or maybe they have some commitment to the people of the invaded land they don't want to lose? (another kind of treasure). [/QUOTE]
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Followup on "Everyone Starts at First Level"
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