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Sidekick PCs (or, mixed-level groups)
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<blockquote data-quote="77IM" data-source="post: 4443660" data-attributes="member: 12377"><p>Because I stole it from CoH? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p>Yup. It's only an issue when adding a new player or when an existing player decides they are tired of their character and want to start a new one.</p><p></p><p>I don't know about the people you game with, but I have a few players that really aren't interested in the rules much. If I handed them a 15th-level character sheet, with all the powers and feats and magic items of a 15th-level character, their eyes would glaze over and every single time it was their combat turn they'd be asking me (or one of the rules-happy players) how their own powers worked. It would get old fast.</p><p></p><p>Letting people start with 1st-level characters solves that problem: they only need to understand a few abilities at first, and as they level up and add new powers, they get some time to digest them. But, a 1st-level character in a 15th-level group is a) totally useless because he can't hit squat and b) way too squishy because he has low defenses and relatively few hit points. The Sidekick rule addresses that, by artificially inflating the quantitative traits.</p><p></p><p>Furthermore, I want my players to feel like they've earned their levels and treasures. (I'm trying to run a <a href="http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/" target="_blank">West Marches</a> game, and a feeling of accomplishment is a powerful motivator.) If a new player joins, or someone gets a new character, I don't want to just hand them the sort of XP and items that the rest of the group had to fight monsters for.</p><p></p><p>Most groups won't have these sorts of issues. But for a group that does, do these rules work to solve the issues?</p><p></p><p> -- 77IM</p></blockquote><p></p>
[QUOTE="77IM, post: 4443660, member: 12377"] Because I stole it from CoH? ;) Yup. It's only an issue when adding a new player or when an existing player decides they are tired of their character and want to start a new one. I don't know about the people you game with, but I have a few players that really aren't interested in the rules much. If I handed them a 15th-level character sheet, with all the powers and feats and magic items of a 15th-level character, their eyes would glaze over and every single time it was their combat turn they'd be asking me (or one of the rules-happy players) how their own powers worked. It would get old fast. Letting people start with 1st-level characters solves that problem: they only need to understand a few abilities at first, and as they level up and add new powers, they get some time to digest them. But, a 1st-level character in a 15th-level group is a) totally useless because he can't hit squat and b) way too squishy because he has low defenses and relatively few hit points. The Sidekick rule addresses that, by artificially inflating the quantitative traits. Furthermore, I want my players to feel like they've earned their levels and treasures. (I'm trying to run a [URL="http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/"]West Marches[/URL] game, and a feeling of accomplishment is a powerful motivator.) If a new player joins, or someone gets a new character, I don't want to just hand them the sort of XP and items that the rest of the group had to fight monsters for. Most groups won't have these sorts of issues. But for a group that does, do these rules work to solve the issues? -- 77IM [/QUOTE]
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