Reynard
aka Ian Eller
DMG page 84 and PHB page 15, for reference.Cool thanks. I figured it was somewhere just baked in rather than explicitly stated.
DMG page 84 and PHB page 15, for reference.Cool thanks. I figured it was somewhere just baked in rather than explicitly stated.
DMG page 84 and PHB page 15, for reference.
I've "started" a campaign around 9th and had it work out, but I'd be inclined to say that my case is the exception rather than the rule.After playing with a group that had done two campaigns starting low, they wanted to start at 9th for the next one, being tired of low level play. We got a bunch of characters that hadn't grown together, with choices made in isolation (even though we were talking), and characters that were too complex for the more rules-casual players to deal with.
Last night we started a new side campaign. At 1st.
Personally, I start at 1st but do rapid advancement until 3rd, and then still somewhat quickened until 5th. Using story/milestone type of advancement.
I want to start at 5th level. No 10th level. No 20th level.
Rogue PC: Wait, we forgot the milk.If you create an adventure setting that actually has things worth exploring and doing in it, you don't need a "main adventure" to railroad your players along.
Can you talk more about zero level funnel for 5e? Or maybe I am assuming you were playing 5e.
Also, agree with you - no need for them to earn that xp. In fact, I wiuld just say “you gave 900xp, make characters as you like”. Gives them oppty to make multi-class if desired.
Level 3. The point of a sandbox is to go exploring and see what happens. That isn't nearly as fun when a random crit can drop you.
I'm fine with random death. I just don't think 1st level is the best place to do it.
Fundamentally, I'm against any sort of penalty that encourages careful, cautious play; I want my PCs to dive into dangerous situations so I can freely challenge them. But I'm aware that cautious play is a play aesthetic that a lot of people like to encourage.
With the understanding that every group's preferred play aesthetic is different, that simply isn't a play style I want to foster. I have no problem with PC death (I generally have 2-3 per campaign), but I find them inconvenient. I've never found "funnel-style" PC generation where the one that actually makes it past level 3 is the one you keep that interesting.But you don't need to be cautious. I think modern versions of the game and all the heavily story driven game streams have created a sensibility where players expect PC death to be rare and meaningful. But easy death at low levels can make you feel much more invested in the characters who do make it to Tier 2 and if those characters die, it is just as, if not more, impactful.
There is no right way to play. Different players and groups enjoy different styles. But if the group goes in expecting that their will be character death and you have backup characters ready to swap in, you don't have to play cautious. The first level fighter who dies so the rest of the party can escape or the overconfident rogue who dies at his first trap can be a memorable as anything else in the campaign.
Sure, I got the idea when an old friend visited from out of down and ran a Dungeon Crawl Classics adventure. Each player is given four characters, none of which have class level. Just race, profession, and resources based on their profession. The idea is that the a number are likely going to die and of any survivors you select one to be your character going forward. I don't recall the specifics of all the DCC rules, as this was a few years ago.
What I did for my campaign, is that I used the rules from DDAL-ELW00: What's Past Is Prologue:
- The character has chosen a name, race, and background.
- The character has NOT chosen a class.
- The character has gear plus weapons, up to one common magical item, and proficiencies granted by their race and background.
- A level 0 character has 6 + their Constitution modifier for hit points, 1d6 hit dice, and no proficiency bonus. Weapon and armor proficiencies may be granted by race and background; those are fine!
- Upon hitting first level, the character will gain hit points to meet their chosen classes "hit points at first level." E.g., if the character chooses to become a fighter s/he will gain +4 hit points.
- Each player will roll-up four characters at session zero. We will roll up characters together. If you can't make the first session, you will just roll up a 1st level character and bring it to the next session.
I love this zero-level character-funnel mechanic. But for players who have a strong vision for their character, it may not be for them. But such players would also not like my current campaign which has an Obituaries list proudly displayed behind my DMs chair.
I'm running Rappan Athuk, a massive old-school inspired mega-dungeon.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.