Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Forked - Level-Based Systems and Non-Heroic PCs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JamesonCourage" data-source="post: 5663952" data-attributes="member: 6668292"><p>Okay, so I really wanted to reply to something that Rechan wrote in the <strong><em>Player: "I need to level up so I can do cool stuff!"</em></strong> thread. However, I didn't want to derail the thread before it even hit its second page, so I'm "forking" it early, and going to present it here. Here's what I want to reply to:</p><p></p><p></p><p></p><p>Basically, it's the idea that starting out at the bottom of the barrel level-wise and being forced into a story that is "non-heroic" is not his preference (he used the word "condescending"). Now, I don't think there's anything wrong with his preference. At all. More power to that style of game, and I personally know a couple of people in real life that prefer it (and I have seen many more people online advocate for that style of play).</p><p></p><p>My issue is with systems that leave no room for "zero to hero" style of play. While that would be good for Rechan (and many others!), it eliminates the possibility completely from the game. As far as I can tell, D&D has slowly moved to accommodate this view each edition (probably because it's a popular view). That is, as far as I can tell, when D&D was released, you were more "adventurers" than you were "heroes" (not that it eliminated the possibility of being a hero as well). Each new edition seems to push more and more towards the PCs being "heroic" rather than merely "adventurers". Personally, I prefer being heroic (and my players being heroic) than being the lying, thieving, conmen, mercenary types, so I definitely see where the approach is coming from.</p><p></p><p>However, I prefer to work my way up from low hit die (or level) before becoming capable of truly heroic deeds, and accomplishing "heroic is spirit, more mundane in actuality" tasks along the way. Sometimes I don't want that, though, which is why I'd like the game to accommodate both levels of play through the level system. In the game I made (and run), the average settled adult is hit die 4. That means that if I start the PCs at hit die 1, they're well below average, and truly worse than most guards at fighting, most scouts at scouting, etc. However, the advice I would give to avoid this is simple: start them at hit die 4, or even higher. This gives the players and GM the option of starting at "zero" or "average settled adult" or "very experienced" or "heroic" or whatever.</p><p></p><p>I do see the downside, of course. If you're a hero from level 1, and you're playing 3.X or 4e, you get 20-30 full levels of being a hero. If that's really what you want, it's much better than my game, for example. I've built in some ways for my game to adapt to it (it's a pretty gritty game, but I've included optional rules for greatly widening the skill gap between levels, instead of having the much more gradual increase), but I know that optional rules aren't for everyone. </p><p></p><p>At any rate, if you're going to play with a game, would you prefer a system that allows room for "zero to hero" play, or would you prefer something that focuses on one style of play, and does its best to improve that style? Now, to me, this is very different from "one game that serves all people" or the like, and it's just a matter of levels. It's not genre-crossing, it's not necessarily reflective of simulationist/narrative play, etc.</p><p></p><p>Anyways, there's no right or wrong answer. I'm just curious what people think, and what their preferences are. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5663952, member: 6668292"] Okay, so I really wanted to reply to something that Rechan wrote in the [B][I]Player: "I need to level up so I can do cool stuff!"[/I][/B] thread. However, I didn't want to derail the thread before it even hit its second page, so I'm "forking" it early, and going to present it here. Here's what I want to reply to: Basically, it's the idea that starting out at the bottom of the barrel level-wise and being forced into a story that is "non-heroic" is not his preference (he used the word "condescending"). Now, I don't think there's anything wrong with his preference. At all. More power to that style of game, and I personally know a couple of people in real life that prefer it (and I have seen many more people online advocate for that style of play). My issue is with systems that leave no room for "zero to hero" style of play. While that would be good for Rechan (and many others!), it eliminates the possibility completely from the game. As far as I can tell, D&D has slowly moved to accommodate this view each edition (probably because it's a popular view). That is, as far as I can tell, when D&D was released, you were more "adventurers" than you were "heroes" (not that it eliminated the possibility of being a hero as well). Each new edition seems to push more and more towards the PCs being "heroic" rather than merely "adventurers". Personally, I prefer being heroic (and my players being heroic) than being the lying, thieving, conmen, mercenary types, so I definitely see where the approach is coming from. However, I prefer to work my way up from low hit die (or level) before becoming capable of truly heroic deeds, and accomplishing "heroic is spirit, more mundane in actuality" tasks along the way. Sometimes I don't want that, though, which is why I'd like the game to accommodate both levels of play through the level system. In the game I made (and run), the average settled adult is hit die 4. That means that if I start the PCs at hit die 1, they're well below average, and truly worse than most guards at fighting, most scouts at scouting, etc. However, the advice I would give to avoid this is simple: start them at hit die 4, or even higher. This gives the players and GM the option of starting at "zero" or "average settled adult" or "very experienced" or "heroic" or whatever. I do see the downside, of course. If you're a hero from level 1, and you're playing 3.X or 4e, you get 20-30 full levels of being a hero. If that's really what you want, it's much better than my game, for example. I've built in some ways for my game to adapt to it (it's a pretty gritty game, but I've included optional rules for greatly widening the skill gap between levels, instead of having the much more gradual increase), but I know that optional rules aren't for everyone. At any rate, if you're going to play with a game, would you prefer a system that allows room for "zero to hero" play, or would you prefer something that focuses on one style of play, and does its best to improve that style? Now, to me, this is very different from "one game that serves all people" or the like, and it's just a matter of levels. It's not genre-crossing, it's not necessarily reflective of simulationist/narrative play, etc. Anyways, there's no right or wrong answer. I'm just curious what people think, and what their preferences are. As always, play what you like :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Forked - Level-Based Systems and Non-Heroic PCs
Top