Why do levels one and two suck so bad?

As a DM, I think 1st and especially 2nd are the absolutely easiest levels to write for - to prove it here are a few such adventures I wrote a couple years ago:
pogre.com

The PCs have much fewer options and almost anything is a challenge.

My players moan a little bit about starting at 1st level, but honestly it really flies by. IMC 1st and 2nd level are pretty much over by the 3rd or 4th session, sometimes earlier.
 

log in or register to remove this ad

I love playing low level adventures. There's no getting around things with fancy spells because the best you can have is sleep or color spray. Because of this adventures tend to be more plot based than hack and slash. Also, I think everything is more entertaining when it's new. Getting the character's first kill is fun. Working together with a new group is fun.

High level adventures have too many save or face death/petrification/other-horrible-consequence-of-spell rolls. Many combats are determined by which side fails a save first. That's just not as entertaining.
 

VirgilCaine said:
I don't have a lot of money starting out, so I can't afford a lot of things that would make adventuring a little easier. You have to pinch and scrimp and account for every little copper.

That's another thing I like about the low levels. Shopping in the PHB. It's exciting when you can finally afford that chain shirt and then again each time you can afford the next armor upgrade. You have to really decide what's most important to buy before heading out each time with an empty purse.
 

Emirikol said:
Why do players hate levels 1 and 2 so much? As a DM, I've found it crucial to develop much of a characters future in the first couple levels, yet players just can't wait to get past it to get to the "good levels."

I'm debating on how long to drag out levels 1 and 2 now considering that my campaigns dont' typically go past 12th anymore. I'm considering making it 4-5 DUNGEON adventures to get out of first level as a change of pace from the "let's dance to epic tomorrow" concept.

How do the rest of you do it? 1-2 adventures and move on? Why do players hate it so much?

jh
Well, for one thing 1st and 2nd level characters don't really have that much room for backstory, or at least really interesting backstory. I mean, how are you supposed to play your character as a "master swordsman" when you've got a +0 BAB?

Obviously the answer is to play a budding prodigy, a master swordsman-to-be. But a lot of players don't want to develop their characters in play. They (and I have to say it's often "We") don't want to play the character we want later. We want to play that character now.

But I agree that characters that are developed as novices and actually played to greatness are usually better characters for it. For one thing, how much more does something matter to the group if it actually happens at the table? How often does a player bring copies of their background write-up for each player, rather than just handing one copy to the DM? (IMHO that's often at least partly because, frankly, none of the other players really care.) If I had unlimited gaming time I'd always want to start at 1st (or even zero-level).
 

I love the lower levels.

PCs fear their enemies a bit more, and there's less of a divide between characters. I mean, at 10th level, if the big bad breaks through the front line and hits the arcane caster well... they're hooped.

At first level, there's a bit more leeway (after all, a first level caster needs to take 14 points of damage to be completely killed, at the minimum... and not many creatures deal that damage normally).

It's also great giving out treasure, and, well... I just like it.

So far, "There is No Honor", in STAP, is probably my favourite (or maybe 2nd favourite) adventure in the path - and the PCs are first level for most of it.
 

KingCrab said:
I love playing low level adventures. There's no getting around things with fancy spells because the best you can have is sleep or color spray. Because of this adventures tend to be more plot based than hack and slash. Also, I think everything is more entertaining when it's new. Getting the character's first kill is fun. Working together with a new group is fun.

High level adventures have too many save or face death/petrification/other-horrible-consequence-of-spell rolls. Many combats are determined by which side fails a save first. That's just not as entertaining.

Actually I agree with the crustacean lord and Wik's previous post on this one. :D

I always preferred the lower level range of pc adventuring.
 

I like the lower levels too, but as Pants said, they're something any RPG player has done a lot, so the threats, the powers, the adventure feel becomes routine pretty easily. I think that's the main problem.

I think it's always a good idea to break up the big long arc with the occasional one-shot or episodic adventure at different levels, play around with different character concepts, keep things lively. It's not a cure but it helps a bit.
 

I do my best as a DM to make the lower levels interesting, but I'm fortunate to have the majority of my group as long-time players. They prefer to earn what they get, not have levels handed to them. They are used to the slower progression of earlier versions of D&D and other game systems, so they like starting out squishy. In fact, we advance at 50% of the standard EXP progression. Another thing I did to make things a little more interesting (and speed up group play) is to run 1st level as solo adventures. This serves a couple of purposes for us. The first thing is that by starting out 1st level as solos, we effectively start our campaigns at 2nd level. I used 1st level as a kind of fast forward (like the beginning of a movie that gives you a character update and touches on the most pivotal moments in that character's life. The second interesting side effect of doing this is that the group starts a new campaign knowing very little about each other, which makes the start of the campaign more interesting. The only thing they decide at the start is the basic "type" of character they are going to run; warrior type, caster type, divine type or specialist/support/skill monkey type. This helps them get basically a balanced party. Fortunately for me, they are all good enough players that they know how to balance a party out regardless of what everyone chooses.

Another thing I do to help low level characters is to give them 1 special item right at the start. They're the heroes right? Why not start them off with a family heirloom or some strange and wondrous item they acquired by some fluke? It's usually in the form of a either a +1 weapon or armor or magic item worth 2,000 gp or less. It gives them the edge they need to get through the lower levels and even allows me a little more freedom in creating creative encounters.

While my group considers starting higher than 1st level cheating in a sense, they don't mind getting a little help through the first couple of levels. :)

One thing that always confuses me though is when I read of players getting bored if they have to fight the same type of creature twice or more in a campaign (gasp!) A creative DM should be able to set up 5 orc encounters in a row and make them all exciting and unique. Using interesting locations, environments, weather conditions, special circumstances, etc., it's pretty easy to keep a party entertained and on their toes fighting the same creatures more than once. We recently finished a campaign that was based on orcs, orogs and ogres banding together and starting a major war with the humans. To give a world a sense of there being orcs everywhere, they were the primary encounter for the party through the first 4-5 levels of the campaign. They never tired of hacking through a horde of orcs, especially once they became formidable enough to get creative in their orc destroying techniques. Sure, it's more work to make combats interesting by being more creative instead of just turning the pages of the monster manual, but I find it very rewarding when the party gets into an encounter with a new wrinkle that they have to account for. :)
 
Last edited:


I find that my players particularly like the process of going from first level up to wherever they end up. That said, it's not the easiest thing to do to write adventures that allow them to explore and feel like heroes.

I use a few tactics:
1. Use very weak monsters. A fighter with cleave feels heroic when he is downing two foes a round. Low AC, small to hit and damage, few hit points.
2. Environmental challenges and traps. Might seem pointless, but those skills in Climb and Jump come in handy when faced with a cliff or a swollen stream. Also, those points in Religion and Arcana come in handy inside the tomb with the writing on the walls. Finally, it helps in higher level play, when the party first get to teleport and no longer have to deal with these things it feels great for them.
3. Show them developing the story. Rather than hand your PCs a mission, try dragging them into their first adventure. Falling down a hole, getting caught in a mudslide, being attacked by bandits on the road to wherever. Then, show them that a story exists behind it; the bandits are no ordinary thieves but are tied to an important group, the tomb walls have writing about some ancient evil and great powerful treasures.

At first level PCs need to be careful that they don't die, but having only a few powerful opponents and mostly weak ones allows them to feel and be heroic without facing anything really dangerous.
 

Remove ads

Top