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<blockquote data-quote="Coroc" data-source="post: 7846738" data-attributes="member: 6895991"><p>In my campaign I used starting level 1 when someone joined when the rest was up to level 4. Since I gave XP only for players present there is a level range of 1 or two levels difference across the group. But I designed the adventures so that it considers these level differences. From level 5 up to probably level 9 </p><p>5 will be the level for someone joining.</p><p>It worked out well, despite some players worrying - even without me taking care, I even do all the rolls in the open. Of the two campaings we play atm., this is the one that gets played preferably when not everybody has got time, hence the level differences.</p><p>I also wanted to use the campaign to try out whether there would be major problems due to level differences, but up to now I say due to BA and other mechanics 5e handles this very well.</p><p>I have to say although, that I got some house rules, everybody did get a free feat extra at level 1 and max hit points. Further levels it's roll hp, with a rolled 1 can be repeated once. Also since level 5 everybody gets some minor magic item equivalent to a +1 weapon or armor or a ring of cold resistance or such, when joining with a new char. Other than that it is standard point buy for the attributes.</p><p></p><p>Side note: I think that rolling attributes can make much more differences than level differences,</p><p></p><p>Otoh I do not use the encounter / day rules, because that would be to combat heavy "play-time wise".</p><p>I rather balance out encounters, so that most encounters are a very serious threat to the group. But that requires very good estimation skills on how a combat might play out, especially when mobs got powers like the ability to hold or charm one of the group members for some time, thereby reducing the effective group number even more.</p></blockquote><p></p>
[QUOTE="Coroc, post: 7846738, member: 6895991"] In my campaign I used starting level 1 when someone joined when the rest was up to level 4. Since I gave XP only for players present there is a level range of 1 or two levels difference across the group. But I designed the adventures so that it considers these level differences. From level 5 up to probably level 9 5 will be the level for someone joining. It worked out well, despite some players worrying - even without me taking care, I even do all the rolls in the open. Of the two campaings we play atm., this is the one that gets played preferably when not everybody has got time, hence the level differences. I also wanted to use the campaign to try out whether there would be major problems due to level differences, but up to now I say due to BA and other mechanics 5e handles this very well. I have to say although, that I got some house rules, everybody did get a free feat extra at level 1 and max hit points. Further levels it's roll hp, with a rolled 1 can be repeated once. Also since level 5 everybody gets some minor magic item equivalent to a +1 weapon or armor or a ring of cold resistance or such, when joining with a new char. Other than that it is standard point buy for the attributes. Side note: I think that rolling attributes can make much more differences than level differences, Otoh I do not use the encounter / day rules, because that would be to combat heavy "play-time wise". I rather balance out encounters, so that most encounters are a very serious threat to the group. But that requires very good estimation skills on how a combat might play out, especially when mobs got powers like the ability to hold or charm one of the group members for some time, thereby reducing the effective group number even more. [/QUOTE]
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