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Need a safety net for 1st level characters -- it's complicated
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<blockquote data-quote="Sword of Spirit" data-source="post: 6766927" data-attributes="member: 6677017"><p>Great suggestions!</p><p></p><p>To clarify a bit on the paradox (I don't want to get overly detailed, on the off chance that my player read this and get major campaign mysteries dispelled):</p><p></p><p>I've built a world that is going to follow the same rules consistently. This involves the possibility of "level inappropriate" random encounters, monsters that act according to their nature and inclinations rather than the needs of plot, and other assumptions. Raising the dead (by 'normal' means) is expensive, involves potential complications, and has major stigma attached to it. So this is the world, and it's the same world whether the characters are 1st or 20th level.</p><p></p><p>Once the characters get a few levels under their belts, they will be able to interact with that world on it's terms, so that even though they avoid death like the plague, and it can be a big setback, it should still be an enjoyable setback (occasionally losing is part of the fun of playing).</p><p></p><p>For this particular campaign set in this world, conceptually and mechanically I want them starting off at 1st level and staying at low levels for a while. (I've slowed down advancement significantly.) I find low levels provide experiences that go away (or have to be forced by artificially inflating challenges) at higher levels. I want the players to get a good opportunity to really experience multiple adventures at each level before moving on.</p><p></p><p>Also, in this campaign, there are both in-world and out-of-world reasons for not allowing a player to lose their character permanently.</p><p></p><p>I'm also not looking to change the actual rules of the game (I have some house rules, but nothing really relevant, and use some of the "grittier" options from the DMG.) It is highly appropriate in this campaign, however, to hand out stuff I normally wouldn't, like a powerful limited-use item, a special blessing, etc. It just needs to make sense and fit into the feel of the campaign.</p><p></p><p>So the only real trouble is finding out what my best options are for dealing with that one "sensitive" spot (levels 1-2ish). It's going to be an extended period of time, and I want to provide just the right amount of options for dealing with the possibility of character death to keep from falling back on the more extreme options I have available too early in the characters' careers.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6766927, member: 6677017"] Great suggestions! To clarify a bit on the paradox (I don't want to get overly detailed, on the off chance that my player read this and get major campaign mysteries dispelled): I've built a world that is going to follow the same rules consistently. This involves the possibility of "level inappropriate" random encounters, monsters that act according to their nature and inclinations rather than the needs of plot, and other assumptions. Raising the dead (by 'normal' means) is expensive, involves potential complications, and has major stigma attached to it. So this is the world, and it's the same world whether the characters are 1st or 20th level. Once the characters get a few levels under their belts, they will be able to interact with that world on it's terms, so that even though they avoid death like the plague, and it can be a big setback, it should still be an enjoyable setback (occasionally losing is part of the fun of playing). For this particular campaign set in this world, conceptually and mechanically I want them starting off at 1st level and staying at low levels for a while. (I've slowed down advancement significantly.) I find low levels provide experiences that go away (or have to be forced by artificially inflating challenges) at higher levels. I want the players to get a good opportunity to really experience multiple adventures at each level before moving on. Also, in this campaign, there are both in-world and out-of-world reasons for not allowing a player to lose their character permanently. I'm also not looking to change the actual rules of the game (I have some house rules, but nothing really relevant, and use some of the "grittier" options from the DMG.) It is highly appropriate in this campaign, however, to hand out stuff I normally wouldn't, like a powerful limited-use item, a special blessing, etc. It just needs to make sense and fit into the feel of the campaign. So the only real trouble is finding out what my best options are for dealing with that one "sensitive" spot (levels 1-2ish). It's going to be an extended period of time, and I want to provide just the right amount of options for dealing with the possibility of character death to keep from falling back on the more extreme options I have available too early in the characters' careers. [/QUOTE]
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Need a safety net for 1st level characters -- it's complicated
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