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Level one...hero or schlub?
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<blockquote data-quote="JamesonCourage" data-source="post: 5575414" data-attributes="member: 6668292"><p>My solution to this was simple: the average stats for NPCs is higher. I'm talking about an average total modifier of +8 to +10. The minimum for PCs in my game is +6, though the average is +10 to +11 (we roll stats, no point buy).</p><p></p><p>However, my game has slightly muted ability score. For example, stats only give a +1 on skills checks, attacks, or AC for every +2 modifier of the appropriate stat. So, if you want a +1 to melee attacks, you need a 14 Strength; if you wanted a +1 to Sense Motive, you'd need a 14 Wisdom, etc. However, things like Strength still add their modifier to damage.</p><p></p><p>Of course, certain things don't apply in my game, since it's classless (and otherwise still extremely heavily modified away from 3.5), like automatically gaining your Con modifier to hit die. That, and you don't necessarily gain any HP while leveling (only if you buy HP, which is cheaper for higher Con).</p><p></p><p>Of course, again, none of that matters to you guys, so enough on that. My point was simply that in a world as dangerous as D&D is portrayed as, I moved the average up (higher average stats, higher average hit die). My players start with about average stats (potentially higher or lower), and they start with below average hit die (1 versus 4's). However, most NPCs will not be focused on combat (though they will likely have some practice or training, as it's often passed down or mandated in my setting, depending on the culture), so focused PCs can often surpass them by the end of hit die 2. Additionally, I have the expectation that the players will probably eventually pass the average hit die in the world, where I know the average NPC hit die will remain the same.</p><p></p><p>So, PCs are mainly dealing with their potential in the beginning. Then, around hit die 2, if they're specialized in something, they will begin to catch up to NPCs. At 3, they're almost even to the average specialized NPC. At 4, they're about even to the average specialized NPC. At 5, they've finally surpassed them. What sets the PCs apart during this time is their actions. The PCs deal more with "threats" than most NPCs will. They have the option of saying "I am brave enough to do this" when many NPCs will not. They are often much more proactive than the NPCs.</p><p></p><p>It's the difference between Aragorn and Sam in the Lord of the Rings. Don't get me wrong, Strider is my favorite character, but there's something to be said for the unskilled bravery of someone like Sam. The fact that he continually put his life on the line, doing what he could to protect his friend, knowing that he wasn't on par with who he was against... that's about where I expect the players to start. I expect their cooperation, caution, and judgment to see them through the early levels. Then, they'll take that tempered mindset into later levels (5+), and they'll really start to shine, even if their hit die is not exceptionally higher than the NPCs they're surrounded by.</p><p></p><p>Anyways, I hope that cleared up why at least one other person likes "the PCs start out as average" for you. I also have an objection to an unskilled, basically worthless populace at large, but this is probably long enough.</p><p></p><p>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: 5575414, member: 6668292"] My solution to this was simple: the average stats for NPCs is higher. I'm talking about an average total modifier of +8 to +10. The minimum for PCs in my game is +6, though the average is +10 to +11 (we roll stats, no point buy). However, my game has slightly muted ability score. For example, stats only give a +1 on skills checks, attacks, or AC for every +2 modifier of the appropriate stat. So, if you want a +1 to melee attacks, you need a 14 Strength; if you wanted a +1 to Sense Motive, you'd need a 14 Wisdom, etc. However, things like Strength still add their modifier to damage. Of course, certain things don't apply in my game, since it's classless (and otherwise still extremely heavily modified away from 3.5), like automatically gaining your Con modifier to hit die. That, and you don't necessarily gain any HP while leveling (only if you buy HP, which is cheaper for higher Con). Of course, again, none of that matters to you guys, so enough on that. My point was simply that in a world as dangerous as D&D is portrayed as, I moved the average up (higher average stats, higher average hit die). My players start with about average stats (potentially higher or lower), and they start with below average hit die (1 versus 4's). However, most NPCs will not be focused on combat (though they will likely have some practice or training, as it's often passed down or mandated in my setting, depending on the culture), so focused PCs can often surpass them by the end of hit die 2. Additionally, I have the expectation that the players will probably eventually pass the average hit die in the world, where I know the average NPC hit die will remain the same. So, PCs are mainly dealing with their potential in the beginning. Then, around hit die 2, if they're specialized in something, they will begin to catch up to NPCs. At 3, they're almost even to the average specialized NPC. At 4, they're about even to the average specialized NPC. At 5, they've finally surpassed them. What sets the PCs apart during this time is their actions. The PCs deal more with "threats" than most NPCs will. They have the option of saying "I am brave enough to do this" when many NPCs will not. They are often much more proactive than the NPCs. It's the difference between Aragorn and Sam in the Lord of the Rings. Don't get me wrong, Strider is my favorite character, but there's something to be said for the unskilled bravery of someone like Sam. The fact that he continually put his life on the line, doing what he could to protect his friend, knowing that he wasn't on par with who he was against... that's about where I expect the players to start. I expect their cooperation, caution, and judgment to see them through the early levels. Then, they'll take that tempered mindset into later levels (5+), and they'll really start to shine, even if their hit die is not exceptionally higher than the NPCs they're surrounded by. Anyways, I hope that cleared up why at least one other person likes "the PCs start out as average" for you. I also have an objection to an unskilled, basically worthless populace at large, but this is probably long enough. As always, play what you like :) [/QUOTE]
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