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General Tabletop Discussion
*Pathfinder & Starfinder
Three options for toning down 1st level characters
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<blockquote data-quote="Li Shenron" data-source="post: 6002443" data-attributes="member: 1465"><p>Just a little futile exercise here, but I'm bored so let's see if anybody else is... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>The premise is that I generally think the 5e characters are currently quite powerful and <u>complex</u>, 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 <u>simplified</u> versions of them.</p><p></p><p>Some example <u>purposes</u> could be:</p><p></p><p>- wanting old-edition style characters just for the sake of it</p><p>- wanting apprentice-level characters for a grim'n'gritty campaign start or to help beginners have an easier introduction phase</p><p>- wanting minimal characters to use as non-combat NPCs to populate your world with</p><p></p><p>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.</p><p></p><p></p><p>----------------------------------------------</p><p></p><p>## <u>Old-edition style PC</u> ##</p><p></p><p><strong><u>Purpose</u></strong>: To provide classes that simulate a more "old-school" feel for the characters, but remain within the boundary of 5e.</p><p></p><p><strong><u>Method</u></strong>: 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).</p><p></p><p><strong><u>Notes</u></strong>: All changes suggested here are <strong>permanent</strong> 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).</p><p>(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)</p><p></p><p>1. Ability scores: import the generation method from your favourite older edition</p><p></p><p>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</p><p></p><p>3. Classes:</p><p>- (all) remove ability adjustments</p><p>- CLE remove channel divinity, orisons and rituals; default to War domain; use vancian preparation method same as WIZ</p><p>- FTR remove combat superiority and fighting styles</p><p>- ROG remove sneak attack, scheme and knack; grant 6 skills training of choice (or just import an old % skill systems)</p><p>- WIZ remove cantrips and rituals</p><p>- SOR don't use</p><p>- WLK don't use</p><p></p><p>4. Backgrounds/skills: don't use (except Rogue, see above)</p><p></p><p>5. Themes/feats: don't use</p><p></p><p>6. Starting HP: roll class-based HD</p><p></p><p></p><p>----------------------------------------------</p><p></p><p>## <u>Apprentice-level PC</u> ##</p><p></p><p><strong><u>Purpose</u></strong>: 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.</p><p></p><p><strong><u>Method</u></strong>: 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.</p><p></p><p>1. Ability scores: whatever your favourite generation method</p><p></p><p>2. Races: full traits</p><p></p><p>3. Classes:</p><p>- (all) remove ability adjustments</p><p>- CLE remove spells per day (but note that you can cast orisons and rituals)</p><p>- FTR remove fighting styles; lower expertise dice to 1d4</p><p>- ROG remove scheme features (but retain 2nd background); lower sneak attack to 1d6</p><p>- WIZ lower spells per day to 1/day and spellbook to 3 spells known</p><p>- SOR lower willpower to 1 (note that this prevents transformation abilities)</p><p>- WLK require long rest to reset favors; lower eldritch blast to 1d6</p><p></p><p>4. Backgrounds/skills: use as normal</p><p></p><p>5. Themes/feats: don't use</p><p></p><p>6. Starting HP: roll HD or full HD (I leave this open since lethality is a separate issue than complexity)</p><p></p><p></p><p>----------------------------------------------</p><p></p><p>## <u>Commoner NPC</u> ##</p><p></p><p><strong><u>Purpose</u></strong>: 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.</p><p></p><p><strong><u>Method</u></strong>: 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.</p><p></p><p>1. Ability scores: fixed array 13,10,10,10,10,9 (or 13,12,11,10,9,7 for more variety)</p><p></p><p>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</p><p></p><p>3. Classes: don't use</p><p></p><p>4. Backgrounds/skills: use as normal*</p><p></p><p>5. Themes/feats: don't use (or give just one non-combat feat)</p><p></p><p>6. Starting HP: roll 1d6 or assign freely</p><p></p><p>*for very skilled NPCs such as a master blacksmith or a chef cook, grant some ad-hoc bonus on the relevant skill or two</p><p></p><p></p><p>----------------------------------------------</p><p></p><p>Comments? Criticism? Does it even make sense? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6002443, member: 1465"] 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 [U]complex[/U], 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 [U]simplified[/U] versions of them. Some example [U]purposes[/U] 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. ---------------------------------------------- ## [U]Old-edition style PC[/U] ## [B][U]Purpose[/U][/B]: To provide classes that simulate a more "old-school" feel for the characters, but remain within the boundary of 5e. [B][U]Method[/U][/B]: 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). [B][U]Notes[/U][/B]: All changes suggested here are [B]permanent[/B] 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 ---------------------------------------------- ## [U]Apprentice-level PC[/U] ## [B][U]Purpose[/U][/B]: 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. [B][U]Method[/U][/B]: 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) ---------------------------------------------- ## [U]Commoner NPC[/U] ## [B][U]Purpose[/U][/B]: 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. [B][U]Method[/U][/B]: 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 ---------------------------------------------- Comments? Criticism? Does it even make sense? :D [/QUOTE]
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