The 3rd character variant would be of no benefit to me, because I don't want to play three characters while I am DMing; DMing takes up a LOT of my time, and I just don't think I could do it and run three PCs.
The proposal as originally proposed would be nice, in that when I do create a second character, it could be at a significantly higher level. As of right now, I'd have to DM for 6 months to start my #2 at level 2. With this proposal, I could start him at level 4.
However, I do see a possible problem in that, if passed, members would be more likely to recruit privately for a new game (finding players they like, and agreeing to a level everyone can hit). Maybe that's bad, maybe it's not. It all depends how the judges want new games formed.
[sblock=Tangential thoughts possibly inappropriate for this thread]
I think EB is trying to address a larger issue with this proposal. So, what's really the issue trying to be addressed? Here are my guesses:
1. A number of players want a mechanism to play at higher levels / different tiers. If this is the case, then probably an entirely different proposal should be put in place to define what requirements you must reach to be able to start a new character off at 11 and/or 21.
Or is it:
2. Since games run at different paces, players are not gaining EXP evenly/balanced. One of EB's comments seemed to hit home on this point. If you're lucky and you get a fast-paced DM and player group, you will level much faster than someone who is in a group with slow posters. Since it's a living setting, that's kind of unfair (Time XP attempts to fix this, but it is insufficient). In some ways, this proposal is trying to address that by allowing a slow-post-affected player to start another PC above level 1, and perhaps balancing it out. But since fast-posters would get the same benefit, a slow-post-affected player would still be stuck behind. A better proposal to address this issue would be to change the ratio on time EXP so that time actively playing more heavily impacts XP (perhaps even to the point that adventuring is a treasury oriented activity, with Time XP as the only XP source).
[/sblock]