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General Tabletop Discussion
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Should a general Adventurer class be created to represent the Everyman?
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<blockquote data-quote="Yaarel" data-source="post: 9658896" data-attributes="member: 58172"><p>If wanting to play a less powerful character, I suggest "level zero". In other words, use the mechanics from the Origin section, including species, abilities, skills, tool, languages, and feat. This is before one has gained levels in a class.</p><p></p><p>I havent done this yet for 5.24. It seems to me, ...</p><p></p><p>A background character can have 5 hit points plus Constitution.</p><p></p><p>So, a level 0 character with Constitution +0, has 5 hit points. When becoming a level 1 Wizard, the character total number of hit points equal to 5 (level 0) + 4 (≈ d6 hit dice of Wizard). At level 2, this becomes a total 13 hit points (5 + 4 + 4).</p><p></p><p>Level 0 is mainly adventures that explore the 5e skill checks to overcome noncombat encounters.</p><p></p><p>But if combat happens, they can normally be nonlethal and result in unconsciousness, such as picking fights.</p><p></p><p>If Level 0 is for fragile lethal combat, probably every character can choose one Simple Weapon to be proficient in. The proficiency bonus at Level 0, should probably be +1. But characters can add their Str or Dex depending on the weapon.</p><p></p><p>All of the above is easy to do, and is a great way to gently introduce D&D mechanics to new players, or for experienced players who love the zero to hero experience.</p><p></p><p></p><p>The following requires more caution, about how to do it in a balanced way. I would love for level 0 to offer a choice among a Martial Weapon, Light Armor, Shield, and a Cantrip. Maybe it be some kind of pointbuy, or offer several assemblages to choose from. This choice during level 0, would then replace the "CORE TRAITS" of each class. Namely: Skill Proficiencies, Weapon Proficiencies, Armor Training, plus Cantrip, slot 1 spell, and similar initial mechanics. So it is possible a Level 1 Wizard might start off with a Longsword, or using a Shield, but have one less cantrip. A Level 1 Fighter might happen to know how to do a cantrip, but only has proficiency with one Martial Weapon rather than all of them. Or perhaps casts Mage Armor but lacks training with Heavy Armor. This kind of realtime customization while playing level 0, would require careful design to make it work well.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9658896, member: 58172"] If wanting to play a less powerful character, I suggest "level zero". In other words, use the mechanics from the Origin section, including species, abilities, skills, tool, languages, and feat. This is before one has gained levels in a class. I havent done this yet for 5.24. It seems to me, ... A background character can have 5 hit points plus Constitution. So, a level 0 character with Constitution +0, has 5 hit points. When becoming a level 1 Wizard, the character total number of hit points equal to 5 (level 0) + 4 (≈ d6 hit dice of Wizard). At level 2, this becomes a total 13 hit points (5 + 4 + 4). Level 0 is mainly adventures that explore the 5e skill checks to overcome noncombat encounters. But if combat happens, they can normally be nonlethal and result in unconsciousness, such as picking fights. If Level 0 is for fragile lethal combat, probably every character can choose one Simple Weapon to be proficient in. The proficiency bonus at Level 0, should probably be +1. But characters can add their Str or Dex depending on the weapon. All of the above is easy to do, and is a great way to gently introduce D&D mechanics to new players, or for experienced players who love the zero to hero experience. The following requires more caution, about how to do it in a balanced way. I would love for level 0 to offer a choice among a Martial Weapon, Light Armor, Shield, and a Cantrip. Maybe it be some kind of pointbuy, or offer several assemblages to choose from. This choice during level 0, would then replace the "CORE TRAITS" of each class. Namely: Skill Proficiencies, Weapon Proficiencies, Armor Training, plus Cantrip, slot 1 spell, and similar initial mechanics. So it is possible a Level 1 Wizard might start off with a Longsword, or using a Shield, but have one less cantrip. A Level 1 Fighter might happen to know how to do a cantrip, but only has proficiency with one Martial Weapon rather than all of them. Or perhaps casts Mage Armor but lacks training with Heavy Armor. This kind of realtime customization while playing level 0, would require careful design to make it work well. [/QUOTE]
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Should a general Adventurer class be created to represent the Everyman?
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