Three options for toning down 1st level characters

Li Shenron

Legend
Just a little futile exercise here, but I'm bored so let's see if anybody else is... :cool:

The premise is that I generally think the 5e characters are currently quite powerful and complex, and even tho that is generally fine for me, I also think there are situations or campaign setups where I might want some toned-down or simplified versions of them.

Some example purposes could be:

- wanting old-edition style characters just for the sake of it
- wanting apprentice-level characters for a grim'n'gritty campaign start or to help beginners have an easier introduction phase
- wanting minimal characters to use as non-combat NPCs to populate your world with

So here are some drafts I've thought about to cover those possible needs. It is to be assumed that if using these ideas on PCs, you apply the chances to all of them but not let them coexist with full characters.


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## Old-edition style PC ##

Purpose: To provide classes that simulate a more "old-school" feel for the characters, but remain within the boundary of 5e.

Method: Remove several class features that simply didn't exist in old editions. Reinstate how some things worked in those editions. Some balance between classes must be preserved, but is not the highest priority (which is kind-of consistent with the "old-school" style itself).

Notes: All changes suggested here are permanent in the sense that they are applied since 1st level until whatever level marks the end of the character progression ("removed" features here are removed forever).
(it might even work to just import your OD&D or AD&D characters as-is into 5e, but my suggestion here is for those who don't have the old books)

1. Ability scores: import the generation method from your favourite older edition

2. Races: keep vision/senses, languages, speed, proficiencies, immunities and ability bonuses (except Humans which get only one +1 bonus to an ability of choice); remove all other traits

3. Classes:
- (all) remove ability adjustments
- CLE remove channel divinity, orisons and rituals; default to War domain; use vancian preparation method same as WIZ
- FTR remove combat superiority and fighting styles
- ROG remove sneak attack, scheme and knack; grant 6 skills training of choice (or just import an old % skill systems)
- WIZ remove cantrips and rituals
- SOR don't use
- WLK don't use

4. Backgrounds/skills: don't use (except Rogue, see above)

5. Themes/feats: don't use

6. Starting HP: roll class-based HD


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## Apprentice-level PC ##

Purpose: Provide simpler characters to represent "level 0" to players who need/want a "softer start" to 5e. The results should be that the player has less decision to make when creating the character (because other decisions are delayed until fully 1st level) and also less abilities to choose from during play, making the game easier.

Method: Remove from 1st level classes some features that can easily be re-added back later once the characters fully reach the 1st level (at which point they continue with the normal class progression). Resulting 0-level characters should be still balanced with each other, which might require to tweak some of the numbers also.

1. Ability scores: whatever your favourite generation method

2. Races: full traits

3. Classes:
- (all) remove ability adjustments
- CLE remove spells per day (but note that you can cast orisons and rituals)
- FTR remove fighting styles; lower expertise dice to 1d4
- ROG remove scheme features (but retain 2nd background); lower sneak attack to 1d6
- WIZ lower spells per day to 1/day and spellbook to 3 spells known
- SOR lower willpower to 1 (note that this prevents transformation abilities)
- WLK require long rest to reset favors; lower eldritch blast to 1d6

4. Backgrounds/skills: use as normal

5. Themes/feats: don't use

6. Starting HP: roll HD or full HD (I leave this open since lethality is a separate issue than complexity)


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## Commoner NPC ##

Purpose: Create simple NPCs that are more or less ready for interaction with the PCs in all except combat. This is typically only for lesser NPCs that you don't even need to give a class.

Method: Instead of removing features from a full character, start from "nothing" and consider only what you need to define to cover the most likely forms of interaction, such as abilities scores (for checks and contests), perception and communications, and professional skills.

1. Ability scores: fixed array 13,10,10,10,10,9 (or 13,12,11,10,9,7 for more variety)

2. Races: just note vision/senses, languages and optionally ability bonuses (except Humans which get only one +1 bonus to an ability of choice) and ignore the rest

3. Classes: don't use

4. Backgrounds/skills: use as normal*

5. Themes/feats: don't use (or give just one non-combat feat)

6. Starting HP: roll 1d6 or assign freely

*for very skilled NPCs such as a master blacksmith or a chef cook, grant some ad-hoc bonus on the relevant skill or two


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Comments? Criticism? Does it even make sense? :D
 
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I haven't had a chance to play yet so please correct me if I'm wrong but afaik the main overpoweredness of 1st lvl characters is that they are essentially unhitable, right? Especialy fighters and other characters that start with heavy armor. Isn't the best solution would be to just not let them start with such heavy armor coupled with a slight adjustment of monsters to hit bonus?

Warder
 

The (light-hearted) purpose here is different, it's not about the balance/dynamics of combat PC vs monsters. In fact I didn't for example suggest to change the weapon/magic attacks of each class.

I did suggest in the second example to lower some damaging effects (expertise dice, sneak attack, eldritch blast) but more because I thought I needed to balance a bit against what I removed from the other classes. Overall it might not even be needed, the purpose of the 2nd variant is more about reducing complexity and giving less to choose at the beginning.
 

After my playtest I've noticed something and where the toning down needs to happen.

In the first playtest monsters did 3.X level to hit and damage, and PCs had 4e level resilience. In the second playtest, PCs have 3.X level resilience - and now monsters are doing AD&D level to hit and damage.
 

I never thought 3e low level characters were particularly resilient. Nor do 1st level PCs here feel that resilient. One or two hits and they're down. They're just better-equipped than orcs. If orcs had plate armor and shields, the party would be screwed.
 

I never thought 3e low level characters were particularly resilient. Nor do 1st level PCs here feel that resilient. One or two hits and they're down. They're just better-equipped than orcs. If orcs had plate armor and shields, the party would be screwed.


Total, 1st level characters of every edition, save 4th, have had low HP.

I can see taking out complexity, but how much could you really lower 5th Ed character's starting HP (just HD, no Con mod)?
 




I never thought 3e low level characters were particularly resilient. Nor do 1st level PCs here feel that resilient. One or two hits and they're down. They're just better-equipped than orcs. If orcs had plate armor and shields, the party would be screwed.

There's a four point gap between the orc's to hit value and that of any first level pregen except the rogue, and he should be getting Advantage.

Total, 1st level characters of every edition, save 4th, have had low HP.

I can see taking out complexity, but how much could you really lower 5th Ed character's starting HP (just HD, no Con mod)?

Rolled hd as in AD&D?
 

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