Asmor
First Post
I'm curious, are there any established rules for starting without a class?
I've got a campaign starting soon where the characters start as slaves, forced to fight in gladiator-style battles, with no experience whatsoever. I'm going to let them take a class after that first fight ("Wow, you survived. The nobles seem to like you. Here's a training manual and a sword, kiddo."), and I'm going to stack it heavily in their favor with a combination of NPCs fighting amongst themselves and, if they roleplay well, being told some secrets about where to find hidden weapons that will aid them.
So basically, they're just going to start off by picking a race. They have 4 HP, plus con modifier, and +0 to all base saves and attack bonus.
The thing I'm a little worried about is whether that's really going to do the flavor right... In particular, it would be especially odd for someone to literally become a wizard over night.
So I'm thinking of letting everyone choose a "natural proficiency," which they lose as soon as they gain a class level. The list would probably be:
Tough: +2 HP (It seems like giving a +1 BAB wouldn't really make much of a difference, whereas a couple HP could very well mean a lot since there's not going to be very powerful weapons, maybe a couple rusty daggers. I'd also let a "tough" person find out about a hidden masterwork longsword or something in the arena).
Sneaky: +1d6 sneak attack (keeping in mind that this first battle is going to be a free for all where the NPCs are meant to go down fast. This is probably the most powerful of these three, though...)
Magical aptitude: Know 2 0-level spells, able to cast them a number of times per day equal to int, wis or cha modifier. This is really the whole reason I'm even bothering with this, just so that there's some however-small amount of "sense" behind a character becoming a spell-casting class.
I'd also, barring unusual circumstances, require people to take a class that fit one of those three archetypes loosely.
I've got a campaign starting soon where the characters start as slaves, forced to fight in gladiator-style battles, with no experience whatsoever. I'm going to let them take a class after that first fight ("Wow, you survived. The nobles seem to like you. Here's a training manual and a sword, kiddo."), and I'm going to stack it heavily in their favor with a combination of NPCs fighting amongst themselves and, if they roleplay well, being told some secrets about where to find hidden weapons that will aid them.
So basically, they're just going to start off by picking a race. They have 4 HP, plus con modifier, and +0 to all base saves and attack bonus.
The thing I'm a little worried about is whether that's really going to do the flavor right... In particular, it would be especially odd for someone to literally become a wizard over night.
So I'm thinking of letting everyone choose a "natural proficiency," which they lose as soon as they gain a class level. The list would probably be:
Tough: +2 HP (It seems like giving a +1 BAB wouldn't really make much of a difference, whereas a couple HP could very well mean a lot since there's not going to be very powerful weapons, maybe a couple rusty daggers. I'd also let a "tough" person find out about a hidden masterwork longsword or something in the arena).
Sneaky: +1d6 sneak attack (keeping in mind that this first battle is going to be a free for all where the NPCs are meant to go down fast. This is probably the most powerful of these three, though...)
Magical aptitude: Know 2 0-level spells, able to cast them a number of times per day equal to int, wis or cha modifier. This is really the whole reason I'm even bothering with this, just so that there's some however-small amount of "sense" behind a character becoming a spell-casting class.
I'd also, barring unusual circumstances, require people to take a class that fit one of those three archetypes loosely.