How high have you started?

What is the highest you have started a runnign campaign?

  • Lvl 1-3, We like it low

    Votes: 42 34.7%
  • Lvl 4-6, For SOME power

    Votes: 37 30.6%
  • Lvl 7-10, The ball is already rolling

    Votes: 17 14.0%
  • Lvl 11-13, We Like kicking butt

    Votes: 9 7.4%
  • Lvl14-17, First encounter-Dragon

    Votes: 3 2.5%
  • Lvl 18-20, Just short of Epic

    Votes: 3 2.5%
  • Lvl 20+ Start Epic, stay Epic

    Votes: 10 8.3%


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My current campaign started at 9th. In that group we run short campaigns of between 3 and 9 months and then switch GMs. The last few DnD games have been low levels, however everyone is comfortable with the system at mid levels.

It's been really good fun and made a nice change. Although there is a bit of this:

diaglo said:
as a player i've gamed with DMs who started us out a little higher level (3rd, 4th, 5th, and 9th) but the campaigns got bogged down. as each player had min/maxed to fit their concept and background. it led to some really bizarre parties.

Not to real problem levels, but noticable. Not any worse than a new character beign introduced into an existing higher level game. If I did it again, I think I'd do this:

crothian said:
We've started as high as ten but I don't like it. I perfer to start at one and if the DM wants to have us advance fast (like gain a level each session) until we get to where they want us that is fine. I think it works better then just starting at the high level.
 

I joined a 2 year game in progress as an 11th level character. The game had begun at 1st level and the DM was kind enough to let new players start at the party's avg. level (rather than 1-2 levels below which was my old group's standing rule).


- Ed
 

Well, there was one time everybody took a toke off a doobie someone had...


But I really don't like 1st level adventures. The characters have no equipment and they die if a stiff wind hits them. So I plan to start PCs at 2nd or third level, so they can have healing potions, armor, horses, alchemical items, and such, and not just armor, weapons and torches.
 

I'll often stat games at 1, but only for flavor reasons. I'll usually end up giving everyone at least one level even if they don't do anything. There seems to be too much of a power difference between fighter-types and caster-types. Also, I don't like that 1 hit can take down a character no matter how clever you play him.
 

Usually I start D&D-type campaigns (class/level) at 2nd or 3rd level, simply because 1st level characters are ridiculously fragile, given the system. I did start one campaign at 5th level, though. Then again, for my group, we lose interest around 10th level, so we try not to start too high...
 

I usually start characters at Level 2 in my campaigns. I've found that it gives them a little more survivability at the start.
 

I once started my group of players off at level 45. However, they did not know that they were level 45. I created their characters for them, but I gave them a sheet with level 1 stats on it but NO class information. So naturally they thought they were level 1 and had no idea what class they were playing.

Before we even started playing... I had determined that their characters were searching for a super rare and power artifact that an elemental lord on demi-plane held in his possession. They fought, and he was able to throw the characters from his plane back into the material plane. Only they were badly beaten up I decided. They fall from the sky into the ocean where nearby villagers went out and pulled their bodies from the sea. When they awake they are all hanging upside down by their feet over the mouth of a volcano, with hundreds of villagers chanting nearby. They are the new sacrifice.

I decided that the characters had a bit of amnesia (to make it fun). I'd have them make Intelligence checks once in awhile to see what they remembered. (They didn't know why I was having them roll it). As the villagers were dancing about the roar of a loud and angry red epic dragon could be heard somewhere on the island. The villagers fled in terror leaving the characters hanging over the volcano.

My players tried all kinds of ways of getting free, some worked, some failed. But as time went on, they gradually started to remember who they were, through successful Intelligence checks. Once they were free, I gave them character sheets that said they were level 12, with level 12 stats and abilities. They were surprised, but happy.

Long story short, they discovered that Fire Giants lived on the island, and for some odd reason there was an army of them moving toward them, still a bit away though.

The characters panicked, and I allowed them to make one final roll. That is when they discovered that they were in fact level 45. They couldn't believe it. I've never seen players so happy. It was like christmas.

If anyone is wondering, their epic gear was stripped off by the villagers when they found them. (This made it easier to decieve my players).
 

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