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<blockquote data-quote="Sanackranib" data-source="post: 3019445" data-attributes="member: 8674"><p>I started my players off at zero level in one game. gave them 1/2 hd of the class they were going into with no con bonuses and 1/2 skill points. they all started off at -500 xp. so when they got up to zero they became level 1. they each only got 1 feat. and 10 gp to purchase thier equipment. I also decided on 4 bonus skill points based on the characters background, most had like 2 levels in a craft or profession and 1 level swim or climb kind of thing. the players all had a blast, and I can tell you, they were VERY carefull about thier tatical decisions. If you were to allow warriors (maby you are a junior watchman) and experts (so they could have rogue) skills then they would probably do it and have fun. if you gave them a commoner level at no cost of xp (ie when they level they would become 1st level adventures with an extra level of commoner or expert then the survival rate would go up in the long rune and the players wouldn't complain about taking commoner levels. (at 1000 xp they would essentially be level 3: 2 levels as whatever adventuring class and 1 free level of commoner - so the hp would be a little better)</p></blockquote><p></p>
[QUOTE="Sanackranib, post: 3019445, member: 8674"] I started my players off at zero level in one game. gave them 1/2 hd of the class they were going into with no con bonuses and 1/2 skill points. they all started off at -500 xp. so when they got up to zero they became level 1. they each only got 1 feat. and 10 gp to purchase thier equipment. I also decided on 4 bonus skill points based on the characters background, most had like 2 levels in a craft or profession and 1 level swim or climb kind of thing. the players all had a blast, and I can tell you, they were VERY carefull about thier tatical decisions. If you were to allow warriors (maby you are a junior watchman) and experts (so they could have rogue) skills then they would probably do it and have fun. if you gave them a commoner level at no cost of xp (ie when they level they would become 1st level adventures with an extra level of commoner or expert then the survival rate would go up in the long rune and the players wouldn't complain about taking commoner levels. (at 1000 xp they would essentially be level 3: 2 levels as whatever adventuring class and 1 free level of commoner - so the hp would be a little better) [/QUOTE]
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