Level one...hero or schlub?


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I'd say novice more than schlub and the whole point is that you are playing that novice trying to do heroic things and make a difference in the campaign world - so does that make our schlub a hero? Being a "someone" from the start however is not what I enjoy for a new campaign (but will happily play for a shorter series of adventures). Part of the enjoyment for me is having my character "become a somebody" in the campaign world. The further my character has developed across a campaign, the more satisifed I feel as a player. The more humble the origins, the further the character's journey.

Like everything, there is no true way to play but a vibrant spectrum of preferences; and the above are my preferences.

Best Regards
Herremann the Wise
 


I prefer to start with potential heroes. They clearly have more innate talent than the average potato farmer, but they have yet to prove themselves.
 

I'd prefer to start as somebody who's above average, but not really recognized as heroic on any level. Maybe a tiny bit of really minor fame, but the gradual progression to hero (and superhero?) is what I enjoy most.
 

It kinda depends on your definition of 'heroic'. From your very brief OP, I'm gathering you mean 'well-trained and highly skilled' instead of 'well known and recognised for their heroic deeds'.

If this is the case, then I most definitely prefer the well-trained and highly-skilled from 1st-level idea. In my mind, the PC's are NOT average people. Average people, even with the same amount of training, couldn't equal a PC in terms of raw power. And on top of that, I feel that to even GET that training, a person has to distinguish themselves as being above average. This is especially true if you're trying for a gritty, medieval feel to your setting.

You can't just pick up a sword and swing it with the expectation of learning as you go. You'll be dead pretty quick if you try. This is why the nobility held power for so long. All they really had access to was training. Sure, they had access to weapons and armor as well, but anyone who tried hard enough could get themselves a sword and a bit of armor. But knowing how to swing that sword and move in that armor is a wholly different ball-game.

And let's face it, who wants to sit around role-playing five or so years of apprenticeship training? PC's essentially have to have been trained from 9-10 years old to hope to be at the skill level of a 1st-level PC. And if you have a system where you are an 'everyman' at 1st-level, then it just ruins the whole idea of requiring that level of training in order to be remotely proficient.

So I work off the assumption that whatever class the PC might be, they have been training for along time just to get to 1st-level. From 1st-level onwards, their progression is a result of using what they know and extending that knowledge in the field. But without that solid base, they're essentially just guessing their way through, and that is what separates (to use one system as an example but the essential element extends across any system), a minion or standard monster/NPC from a PC. Elites to me are the equivalent of a PC. Solos are just freaks of nature :)
 

I most definitely prefer the well-trained and highly-skilled from 1st-level idea. In my mind, the PC's are NOT average people. Average people, even with the same amount of training, couldn't equal a PC in terms of raw power. And on top of that, I feel that to even GET that training, a person has to distinguish themselves as being above average.

So I work off the assumption that whatever class the PC might be, they have been training for along time just to get to 1st-level.

Precisely my assumption. Some brief 1st level backgrounds for the PC's in my campaigns
-- Second son of a noble, trained in wizardy and law by his childless (gay) wizard uncle.
-- Militia sergeant in a Furyondian lord's army on the Veng River, fighting the orcs of Iuz. Had to flee because he seduced his lord's daughter!
-- Wandering cleric of St. Cuthbert
-- Monk of Rao. Was trying to loot the Lost Caverns of Tsojcanth 100 years ago. Was turned to stone, rest of party is long dead. Rescued by a party with Stone to Flesh.
-- Scout from a hidden city of a fallen civilization. Well trained Ranger, but doesn't speak the local language.
-- Half-elf druid who is coming of age and must do "walkabout" to become an adult, raised by adventurer father.
-- Elf whose father is in a secret society. Wants to aid the humans in the war with Iuz, and prove his worthiness to the secret society to join it.
-- Elf merchant who was attacked by goblins and decided to become an adventurer.
-- Militia sergeant in a small town, also worked a river fisherman. Joined the party when they came through town, on the advice of his lord, who saw his potential and gave him arms and armor.
-- Dwarvish wizard who trained for many years. Kicked out by his people when he saved his Elvish thief friend, who was caught trying to loot the dwarves treasury
-- The elf thief

So yes, the folks are not yet heroes, by any means, but they are also not raw recruits.

Equivalent in the modern world to a college graduate with a year or two of very junior experience, ready to do some things for themselves.

Or a soldier with not just boot camp, but a tour of duty -- not Rambo, but not Gomer Pyle either -- and potential to be Rambo. Think of the guys in "Saving Private Ryan" -- well-trained, elite Rangers who have already fought in Africa, but are going to achieve glory in Normandy.
 
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In my setting, 4th hit die is about average. So, starting out, PCs are below average. However, things like saves / attack bonus / defense / skills don't automatically rise in my game, so the majority of the 4th hit die NPCs won't be nearly as combat capable as most of my PCs end up being.

I prefer lower powered fantasy settings, and that's how I run things. However, I prefer my own setting to be filled with highly competent NPCs (in D&D 3.5 terms, the NPCs have around a +9 total attribute modifier on average).

As always, play what you like :)
 

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