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Player: "I need to level up so I can do cool stuff!"
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<blockquote data-quote="JamesonCourage" data-source="post: 5663735" data-attributes="member: 6668292"><p>I've most often encountered this after a transition from high level to low level play. For example, if the players have 15th hit die characters, and we finish the campaign and start a new campaign at 3rd hit die (about 1 hit die less than the average adult in the world), then my players sometimes feel restricted. I've found that the feeling fades away by the end of the first session most of the time, though.</p><p></p><p>If I were you, I'd just let him play the game with his character (level 1-5 Sorcerer?). I'm sure if he's really into the mechanics of the game, he'll pick versatile spells and use them creatively to great effect. I'd just compliment his uses when he uses something in a creative way with a level 1 or 2 spell ("wow, nice use" goes a long way towards someone feeling like they're useful).</p><p></p><p>I don't think you can get him to stop looking forward to his next abilities or spells. That's something all of my players looked forward to when we played D&D. The, "wow, next level I get <em>X</em>" is a pretty strong driving force to want to level up. Now that we play my game (classless), that seems to have disappeared entirely, so in my personal experience (that is, I think that this applies to my group, if no one else), the 'problem' seems to be stemming from classes and bonuses that are for sure going to be applied. Knowing that you'll get 2nd level spells and <em>Invisibility</em> next hit die seems to really make my players look forward to mechanical progression. So, because of the class system, I don't think it'd be possible for my players to break away from that in a D&D game.</p><p></p><p>However, I do think you can make him feel like he "can do cool stuff" before that point, just by being encouraging. And, like I said, if he's very into the system, he'll probably be inventive enough to find ways to be useful. Just make sure to compliment spell usage, tactics, etc., but do the same in RPing opportunities. After they're done lying to the guards that stopped them, compliment his quick thinking, etc. This will go a long way towards encouraging that type of behavior, too. After a couple of sessions, you can even point out how much "cool stuff" he's been doing without the <em>Fly</em> spell.</p><p></p><p>At any rate, just my two cents. 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: 5663735, member: 6668292"] I've most often encountered this after a transition from high level to low level play. For example, if the players have 15th hit die characters, and we finish the campaign and start a new campaign at 3rd hit die (about 1 hit die less than the average adult in the world), then my players sometimes feel restricted. I've found that the feeling fades away by the end of the first session most of the time, though. If I were you, I'd just let him play the game with his character (level 1-5 Sorcerer?). I'm sure if he's really into the mechanics of the game, he'll pick versatile spells and use them creatively to great effect. I'd just compliment his uses when he uses something in a creative way with a level 1 or 2 spell ("wow, nice use" goes a long way towards someone feeling like they're useful). I don't think you can get him to stop looking forward to his next abilities or spells. That's something all of my players looked forward to when we played D&D. The, "wow, next level I get [I]X[/I]" is a pretty strong driving force to want to level up. Now that we play my game (classless), that seems to have disappeared entirely, so in my personal experience (that is, I think that this applies to my group, if no one else), the 'problem' seems to be stemming from classes and bonuses that are for sure going to be applied. Knowing that you'll get 2nd level spells and [I]Invisibility[/I] next hit die seems to really make my players look forward to mechanical progression. So, because of the class system, I don't think it'd be possible for my players to break away from that in a D&D game. However, I do think you can make him feel like he "can do cool stuff" before that point, just by being encouraging. And, like I said, if he's very into the system, he'll probably be inventive enough to find ways to be useful. Just make sure to compliment spell usage, tactics, etc., but do the same in RPing opportunities. After they're done lying to the guards that stopped them, compliment his quick thinking, etc. This will go a long way towards encouraging that type of behavior, too. After a couple of sessions, you can even point out how much "cool stuff" he's been doing without the [I]Fly[/I] spell. At any rate, just my two cents. As always, play what you like :) [/QUOTE]
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