JamesonCourage
Adventurer
My hit die 15s (current party) are walking around a continent mostly inhabited by hit die 4s. They're trying to deal with big threats, whether that be political intrigue, trying to prevent war while nations build up armies, stop events from spiraling out of control on the millennial turn (when events will really go bad unless stopped), stop large groups of bandits, rescuing slaves from working in mines, obtaining artifacts from people who would use them for ill ends, and the like.What kind of commoners are they that are operating in a region where 15th level parties are required to deal with whatever issue is coming up.
As Pemerton points out, a 15th level party is adventuring in Llolth's demi-plane, they're invading the Abyss, they're assaulting the City of Brass. They are not poncing about the English countryside.
There is plenty for them to do when they're surrounded by people of much lower hit die. They frequently stop in cities. They are not in a demi-plane, or invading hell, or the like. And there's still plenty for them to do. As always, play what you like

I just made a quick hit die 1 character in my RPG system (he's gone through character creation, with no points into the next hit die). Something to keep in mind: I created him largely with the intent of contributing to a higher hit die party, though he'd definitely be useful to a party his own hit die.But that 1st level PC will probably have only one +80. Maybe two, if they are related skills and so able to share some bonus sources.
The character can consistently get +5 to the following skills: Appraise, Comprehension, Forgery, Heal, Knowledge (Geography), Knowledge (History), Knowledge (Nature), Knowledge (Nobility), and Survival. He can always take a 10, even when threatened or distracted, giving him a 15. Getting a 15 on a skill is considered "competent professional" level in the field (10 is "everyday task" and 20 is "skilled professional"). This means that the character can do the following:
1) Appraise:
- Can make a living as an appraiser
- find out if there's any work in a variety of fields in a city/town
- assess the price of an object
- identify properties of an object
- learn the history of an object
- and see through forgeries.
- Can perform complex math or assist skill checks if math is heavily involved
- decipher codes or magical scripts
- determine the intent of what someone is trying to communicate (via pantomiming, etc.)
- write especially eloquently to give a bonus on other skill checks
- alter words on paper to change its meaning
- and gain bonuses to solving riddles or puzzles (and the character has an 18 in Intelligence and Wisdom to help with that).
- Can create fake documents to get achieve a variety of effects
- see if documents are real or fake
- or create fake versions of simple objects (DC 12 or less)
- Make a living as a healer
- determine the cause of what killed a creature (what kind of weapon was used, what disease, etc.)
- check creatures to see if they're alive or dead
- determine if someone will get better or worse with their current sickness
- stabilize someone without rolling
- determine properties about a wound (weapon used or damage type, Knowledge check for species that caused it; damage bonus of the attacker; attacker's relevant attribute score (Strength, Dexterity, etc.) or base attack; the attacker's size, and whether it was a quadruped or bipedal and its position relative to the victim; if a natural special attack was used (poison or disease) or a supernatural attack was used (spell-like ability, acid, etc.)
- can perform long-term care to heal patients faster
- as a move action, may negate penalties to attack, attribute damage, blinded, deafened, entangled, exhausted, fatigued, flat-footed, prone, or shaken
- as a standard action, can give another saving throw (even if there isn't one normally) with a bonus against action loss, emotional disturbance, fascination, fatigue, fear, flat-footed, paralysis, prone, sense deprivation, sickness, or speed loss
- can bring a creature back to life if it died one round ago and it did not die to a weapon blow
- restore temporary hit points
- identify the effect of a blow on the hit chart
- treat diseases, poisons, infections, and the like
- and wake a creature up, including from unconsciousness (such as a knockout blow)
- without having to roll, can know information up to competent professional level about lands, terrain, climate, people
- without having to roll, can know information up to competent professional level about royalty, wars, colonies, migrations, founding of cities
- without having to roll, can know information up to competent professional level about animals, plants, seasons and cycles, weather
- without having to roll, can know information up to competent professional level about lineages, heraldry, family trees, mottoes, personalities
- may research things to give a bonus to related fields (geography can give a bonus to Assess, Balance, Climb, Comprehension, Empathy, Forgery, Hide, Jump, Land, Listen, Move Silently, Negotiation, Perform, Profession, Sense Motive, or Survival, and it's one of four uses)
- Can get along in the wild at full speed unless conditions are bad or can feed himself and others at full speed if conditions are good
- predict the weather up to 24 hours out
- gain a bonus on Constitution checks against weather
- gain a sense of where you are in a city, or how to get around in it if you're slightly familiar with it
- may try to confuse people following via trails by leading them to a different area
- may cover tracks so it's harder to follow you
- may gather a natural antidote to give a bonus to Fortitude saves against poison
- may survive on the streets of a city without needing to roll
- may gather alchemical components, antitoxins, cooking ingredients, healing herbs, and nourishing plants that take up little space but provide great nourishment
Side note: The character gets +3 to Assess, Concentration, Empathy, Knowledge (architecture), and Knowledge (local), but can't take a 10 when threatened or distracted. So he might help on these fronts, but there's no guarantee.
I did indeed name things that a hit die 1 creature could conceivably do well.This list looks like its a list of tasks from a bundle of skill descriptions - maybe those tasks with DCs that a 1st level PC in the system in question can be expected to meet.
I have. I've had parties slow down to half speed to travel to gather their own food, and when a new PC or NPC is introduced that bypasses this (survivalist, magician, etc.), they like the speed boost. Definitely appreciated.*Gathering food quickly - I've never had a 15th level party need food to be gathered quickly - they buy it, create it, pull it out of Handy Haversacks, whatever;
I've yet to see it happen, but it can. I've seen them arrive late, or fatigued, though. Those can be avoided with good navigation. Oh, and I have seen them without maps and nobody in the relevant skill to direct them.*Navigating - I've never had a 15th level party get lost in natural environs (if in doubt they just fly up to get the lie of the land, or speak to a local nature spirit or the god of travel);
"Shining" is not defined by what the other individual PCs care about. If none of the PCs are invested in Perform or social skills, but a PC goes out and gathers a group of people for drinks later that night where he then puts on a great performance before chatting up the locals, he can most certainly shine still. If a PC has stealth skills where nobody else does, he can shine by sneaking around, listening in, etc. The same holds true for dealing with plants/animals and gathering herbs.*Dealing with animals/plants (like gathering herbs) - I could perhaps see this coming into play, but would not really think of it as shining - if the 15th level PCs can't do this already, they probably don't care much about animals or plants;
Our worlds are very, very different, then. My PCs frequently visit sages, which might take days (if they need to travel to a city with a sage), and also lowers the chance of whatever they're doing be kept quiet (if that applies to this task). Having the information on-hand with someone you trust has been very valuable, in my opinion.*Knowledge about any number of topics (cities, nations, religion, undead, other planes, weather, and on and on) - in my experience, 15th level PCs tend to be very good at learning what they need to know (via research, past explorations, spells, skills, interrogations, etc), and if there is a secret they need that they haven't uncovered yet, it's not going to be something that a 1st level scholar would know;
Sounds like he's just aiding, rather than talking. A +5 on social skills is good enough to pick up some decent stuff, or lie your way past some thugs or enforcers, for example. It's definitely not going to get you past the royal guard (unless you roll well), but if no other PC has social skills, this skill set is extremely valuable.*Social aspects (including leadership, negotiation, intimidation, lying, detecting the truth, etc.) - again in my experience, the social encounters that pose a challenge to 15th level PCs are not ones that a 1st level bard can handle - in my current game one of the PCs has an NPC herald who is a 10th level minion (so in some sense low level), but that NPC doesn't shine - he provides +2 bonuses to appropriate social checks, adds colour, and is the butt of jokes;
This depends on what magic can cover, admittedly. Magic in my RPG doesn't really handle things like status effects or temporary hit points, and it only augments the skill use of treating poisons/diseases/infections and the like. It does not lessen penalties, you can't diagnose wounds with it (to see which wound to heal first), and it's shaky on whether or not you'll be able to divine what killed someone, etc.*Patching wounds, treating diseases, poisons, or infections, removing status effects, lessening penalties (from fatigue, etc.), etc - normally I think 15th level PCs handle this via magic rather than relying on a 1st level Heal skill check;
Yes, it depends on what you're scouting, but if the party needs a scout and has nobody with the relevant skills, they can most definitely shine. Scouting, discovering what was used to kill a creature, etc. are useful tools in investigation prior to planning.*Discovering what was used to kill a creature, scouting ahead - these are potentially useful, and could save the need to deploy diviniation magic, but again I am not sure I would call discovering what was used to kill a creature "shining" (in my experience, it is a question that is relevant no more than once every 6 or more session), and as [MENTION=22779]Hussar[/MENTION] noted upthread the 1st level scout who is scouting Mordor or the Elemental Chaos may not last long;
True, but this speaks to the "meaningfully contribute" aspect as well. Admittedly less useful than other uses named above.*Keeping an eye out for things, an extra guy on shift during the night - as I said above, I don't think this adds very much, and it is hardly shining;
This really depends. I could make a hit die 1 character who could make mastercraft goods (+3 mundane bonus to things) in the time and money it'd take to make regular goods, though he'd be limited to a couple crafts and would have nothing else really going for him. But, crafting mastercraft goods can definitely lead to shining in my system (as it's about the best you can do), and can make good money (especially if he's reduced the cost/time).*Crafting goods for the PCs, or making money for them on the side by selling it - I don't think being the labour in the other PCs' factory is shining, and in at least some assumed fantasy economies (at least any typical D&D one) is not going to contribute any signficant income;
I've seen it an issue for my PCs, and it's not shining. It's hardly meaningfully contributing. Thus my "And that's not talking about" preface.*Lugging around heavy stuff - I've never found this to be an issue for 15th level PCs, and in any event being a porter is not shining, in my view.
My experience (or my terminology) is just different from yours. I've seen characters like the one at the top of this post shine. And, with how broad the character's skill set is, he can often shine much more often than someone who purely invests in combat (with a few physical side skills).I don't think it's just coincidence that the useful things I've identified that a 1st level PC might do are dealing with animals, plants, dead bodies and scouting. These are all exploration activities which a traditional party may not be good at, or at least not optimised for, and might benefit from having even a low level character perform. As I've said, though, I don't think this is going to involve shining.
Depends on the system, because it's sure not true in my system. That group of 15th hit die PCs may be able to get along in the wild, as long as the season isn't bad, the terrain isn't bad, and they're willing to go half-speed. Bring in a guy who can fix those things and they appreciate his contribute immensely.The problem with the other stuff on the list is that it's either operational (foraging, healing, navigating, crafting, lugging), and 15th level PC parties have almost always already solved the operational aspects of the game - that's part of what being high level means, at least in D&D and similar games - or it's central to the conflicts that matter in play (secret knowledge, social) and a 1st level PC isn't going to be up to the job, anymore than the rest of the party was when they were 1st level.
Does D&D do these things? Well, in some small ways in 3.X, and probably not in 4e (with the ½ level bonus). I'm not sure about pre-3.X, but I'd suspect that they'd bring mostly superficial things mechanically (another guy to think at the table and help problem solve, someone to die to a trap, maybe someone to use a single spell). In my RPG, however, a hit die 1 can meaningfully contribute, and can most certainly shine in a party of hit die 15s.
And, the players I asked last night about it (without giving them the context of this thread or even this site) agreed with me (my question was "do you think a hit die 1 can meaningfully contribute or shine in a party of hit die 15s?" When I got a "yes" from both of them [one considered longer than the other], I asked "how?" and got some answers, like socially, heal, survival, appraise, etc.). As far as D&D has gone historically? Maybe not tons (though I disagree with the "always dead weight" comment).
But, theoretically, can a level 1 regularly meaningfully contribute mechanically or shine in a level 15 party? Oh, most certainly. Certainly. As always, play what you like
