S
Sunseeker
Guest
Mine isn't. But that's a difference in preferences. I want my players to feel like they're normal people who are moving up in the world. But I also don't want to end up with a "fighting the gods" scenario too soon. That, IMO, is something even max level characters should struggle with.I don't see why. My protagonists - the PC's - do epic awesome things right from the start. It's easy, really easy, to make whatever else they do bigger, grander, and more epic than what they did before. I don't see how I gain anything by making the early levels less heroic than the latter ones.
My 'epic tier' is intended to be from 1st level on.
Who says they haven't? There may be 30 random lvl1-3 adventurers wandering around, but YOU(the party) are the ones the town picked. YOU are the ones who volunteered. Perhaps the problem is new, the town's resources stretched, maybe the guards aren't so tough and the town elder looks like he's two days short of being 6 feet under. Why did Frodo have to take the ring? Because he was 'special' in that he could resist it's power, and he was dumb/brave enough to take the job.Stop right there. If in fact 3rd level adventurers are fairly common, why in the world don't they handle whatever problems arise instead of the poor 1st level mooks that are your PC's? I very much dislike the whole 'I'm too busy'/'I can't be bothered'/'I want you younguns to prove your worth' excuses for why the level 65 town fathers and gaurds don't go and clean out those troublesome level 1 kobolds next door. Likewise, I hate the general, "Over the hill, everyone is 50th level, but we can't find any one from there to take care of this goblin infestation!" that infests some settings.
The party is no different, you are either special enough to be the only one for the task, or you were dumb enough to sign up for it. The fact that the enemies will have loot from previous adventurers demonstrates that you're NOT the first one to try.
Exactly! We have different ideas of how a world should be set up, and thus, this generates different ideas of how levels should work.In my campaign world, a 3rd level character is fairly ordinary. But such a character is usually a 3rd level commoner or expert with 15 pt buy and skills, equipment and feats geared toward overcoming problems of farming or commerce. Even if the 3rd level character is from a combative class, such as the veteren fighters in the king's standing army, he'll still be built with about 15 pt buy and he'll simply lack the knowledge, experience, and equipment you'd expect of a 3rd level PC fighter. He's quite capable as a soldier, but much less capable as an adventurer. The same is true of the out of shape hedge wizard who makes the town potions. Yes, in my world, you need to start being 5th or 6th level to really start standing out on the basis of level alone, but 5th or 6th level is about as high as you expect to find NPC's in my game and again most of this will be NPC classed with relatively low point buy equivalents and with a design that is not optimized for combat.
And in mine, you do. Why? Partly because I like pirates. Also, these guys have been pirating their ENTIRE LIFE, just as you adventurers have been adventuring for the better part of your lives. They are skilled fighters, theives, and sailors. They have a lifetime of dirty deeds and nasty tricks up their sleeve, just as you have a lifetime of herioc deeds and saved princesses. Their Captains are their captains because they are stronger, smarter, and more skilled than any of their crew. They are the "generic pirates" who thought outside the "generic pirate" box, the ones who made deals with demon lords for great power. And as such, they have skills even a great adventurer should fear.In my game, generic anythings are never 10th level. Tenth level characters are among the most powerful individuals in entire nations. They are never 'mooks'. You don't ever find rooms containing generic 10th level fighters simply because the party is 12th level and 1st level fighters would no longer be a challenge. The most infamous pirate in the whole world is probably a 15th level character.
Again, we have different ideas of how worlds should work and this is great! My heroes start off as slightly better than mundane. You are joe blow, outcast from your town, looking for a special weed to save your sister when you are swept up into a whirlwind of adventure. And yes, at first level, most other NPCs could probably kick your butt, even the fat old lady who seems to have one too few chairs for her bottom.Compared to most of the rest of the world, even from 1st level, the characters are extraordinary both individually and most especially as a team. The PC's are never mooks, and its not unusual at low levels for many of their foes to be higher level than they are and yet not necessarily as capable. While a starting group of heroes is not as powerful as some of their mentors, foils, and potential villains initially, they will be immediately recognized as having extraordinary potential. In my game, a 1st level PC is made from a 32 pt buy and is an advantaged character possessing a destiny. In my world '10' really is average, unlike some worlds where you'd be hard pressed to find an NPC with less than a 12 in anything. For there to be 4-6 such extraordinary characters working together is considered amazing by any NPC that observes it, and by 2nd or 3rd level they are a force and by 6th level they are generally well on their way to being legends.
By the time characters are 5th level, they are showing themselves to be quite heroic, but still fairly average. Oh, they're still heroes, but average heroes. By 10th level, they are quite skilled, and this is recognized by everyone around them. They're not Batman, but they're getting close to Boy Wonder. But to be honest, I don't tend to go much past there, why? We all tend to get bored and want to make new characters for new adventures. Perhaps after this thread I'll organize a new game and see how high everyone wants to go.
I do not use this measurement of age to level. Some of the very skilled are very old, and some of the entirely unskilled are also, very old. I tend not to age characters as some races age quickly compared to others, by the time a game is over, Joe could be a wrinkled old man and Elfina the Elf could be well...exactly the same.Another thing to consider is that with NPCs level is usually tied directly to character age. A 4th level character is usually middle aged. A 6th level character is often a senior citizen. So to find such relative youths possessing such extraordinary skills is very rare.
Of course I realize this, but I do a lot of things to make the mundane seem less mundane. It's hard to explain without seeing it in action.A self-fulfilling prophesy.
I don't feel as the DM that I 'gave people powers'. They worked hard and learned those powers, but they must also learn that just because they have great powers, it doesn't mean you'll be able to use them all the time. I'm not taking them away, I'm making them think before they leap, it's not like they're NEVER going to be able to use those powers, it's just one instance where they need to rely on their basics rather than their awesomes.While there is a place for that sort of thing, giving a player abilities only to take them away when they would be actually useful is antagonistic DMing and tends not to be very fun in the long run. It's much better IMO to up the ante so that the problems that they face require their greater power and ability to overcome, and so 'use rope' remains relevant to the extent that it lets you conserve your stronger abilities for when you truly need them.
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