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<blockquote data-quote="delericho" data-source="post: 3259749" data-attributes="member: 22424"><p>Given that I so strongly advocated using pregen characters, what options are open to characters of levels 2nd-5th that are so much more complex than those open to 1st level characters?</p><p></p><p>At that level, iterative attacks are not a factor, and the really complex spells haven't been introduced yet. The first real complexity comes into the game with the Fly spell - but your pregenerated Wizard doesn't need to have access to it.</p><p></p><p>The players will already need to understand different spell levels, since even at 1st level they need to be aware of the distinction between level 1 spells and cantrips (and you can't even just ignore cantrips as you could at higher levels, since at 1st level they represent a significant portion of the Wizard's capability).</p><p></p><p>The only major issue I see is with the Cleric and Druid, who have large spell-lists and the ability to change their memorised spells every day. But even there, the list of options is not so much greater than at 1st level - and can be mitigated with a 'recommended spells' list on the character sheet. It's not as if you're not going to have to guide them in that anyway.</p><p></p><p>The alternative sees you running the real risk of a character losing initiative in his first combat, being hit for sufficient damage to knock him out before he even gets to act, and proceeding to bleed to death. That makes for a sucky game experience, and probably leads to the player never returning to the game. Or, you can fudge the dice rolls, and start your players down the dark path towards munchkinism.</p></blockquote><p></p>
[QUOTE="delericho, post: 3259749, member: 22424"] Given that I so strongly advocated using pregen characters, what options are open to characters of levels 2nd-5th that are so much more complex than those open to 1st level characters? At that level, iterative attacks are not a factor, and the really complex spells haven't been introduced yet. The first real complexity comes into the game with the Fly spell - but your pregenerated Wizard doesn't need to have access to it. The players will already need to understand different spell levels, since even at 1st level they need to be aware of the distinction between level 1 spells and cantrips (and you can't even just ignore cantrips as you could at higher levels, since at 1st level they represent a significant portion of the Wizard's capability). The only major issue I see is with the Cleric and Druid, who have large spell-lists and the ability to change their memorised spells every day. But even there, the list of options is not so much greater than at 1st level - and can be mitigated with a 'recommended spells' list on the character sheet. It's not as if you're not going to have to guide them in that anyway. The alternative sees you running the real risk of a character losing initiative in his first combat, being hit for sufficient damage to knock him out before he even gets to act, and proceeding to bleed to death. That makes for a sucky game experience, and probably leads to the player never returning to the game. Or, you can fudge the dice rolls, and start your players down the dark path towards munchkinism. [/QUOTE]
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