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Need a safety net for 1st level characters -- it's complicated
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<blockquote data-quote="Blue" data-source="post: 6774170" data-attributes="member: 20564"><p>One of the biggest issues I've had running for PCs, especially low-level ones, are players over-planning because they are so dang risk adverse. Things that could take half an hour of wall-clock time instead took half a session. I'm running 13th Age right now and many parts of the social contract as outlined in the rulebook are around avoiding this. Failing forward, so a failed roll moves plot and becomes more interesting instead of becoming a stumbling block. <em>Guaranteed</em> ability to flee successfully from an encounter - at the cost of a campaign setback. (Similar to your dark fate, but paid off immediately and for the campaign, not the character.)</p><p></p><p>Making a non-level specific world, keeping characters for extended periods before they get basic abilities* - yes, you'll have fearful <em>players</em>, but that will take the right group that wants that to enjoy it. Be sure to let them know ahead of time that they are mice in a world of giants so their expectations are set. If they are expecting to play the hero, it'll be many sessions before they are there.</p><p></p><p></p><p>(* Contrary to the suggestion that 5e characters are more powerful than 3.x characters of the same level, I say that SPECIFICALLY before 3rd level characters have not yet completed their basic kit of powers that a 1st level would have in 3.x or higher. So at 1st and 2nd they are relatively weaker, even if they have a few more spells or HPs.)</p></blockquote><p></p>
[QUOTE="Blue, post: 6774170, member: 20564"] One of the biggest issues I've had running for PCs, especially low-level ones, are players over-planning because they are so dang risk adverse. Things that could take half an hour of wall-clock time instead took half a session. I'm running 13th Age right now and many parts of the social contract as outlined in the rulebook are around avoiding this. Failing forward, so a failed roll moves plot and becomes more interesting instead of becoming a stumbling block. [I]Guaranteed[/I] ability to flee successfully from an encounter - at the cost of a campaign setback. (Similar to your dark fate, but paid off immediately and for the campaign, not the character.) Making a non-level specific world, keeping characters for extended periods before they get basic abilities* - yes, you'll have fearful [I]players[/I], but that will take the right group that wants that to enjoy it. Be sure to let them know ahead of time that they are mice in a world of giants so their expectations are set. If they are expecting to play the hero, it'll be many sessions before they are there. (* Contrary to the suggestion that 5e characters are more powerful than 3.x characters of the same level, I say that SPECIFICALLY before 3rd level characters have not yet completed their basic kit of powers that a 1st level would have in 3.x or higher. So at 1st and 2nd they are relatively weaker, even if they have a few more spells or HPs.) [/QUOTE]
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Need a safety net for 1st level characters -- it's complicated
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