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Switch to Forum Live View How poweful should a character FEEL at the early levels?
3 months ago  ::  Feb 19, 2013 - 5:59PM #81
BoredDan
Date Joined: Jan 14, 2013
Posts: 95
Well when you look at the general back story's players give their characters as well as the backgrounds in next I rarely get the feeling that 1st level characters are fresh out of boot camp.
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3 months ago  ::  Feb 19, 2013 - 6:04PM #82
Qmark
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Date Joined: May 18, 2002
Posts: 16,536
Thus, levels 0, -1, and probably -2 are missing.
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3 months ago  ::  Feb 19, 2013 - 7:50PM #83
malcapricornis
Date Joined: Jun 15, 2008
Posts: 1,791

Feb 19, 2013 -- 7:12AM, Karnos wrote:

Feb 19, 2013 -- 2:47AM, Zardnaar wrote:

 Fear the housecat.




An often repeated ridiculous example, which is actually not so ridiculous at all when you look at it.

Why fear a housecat?  A non-hostile creature is no threat.

Haven't you ever seen or heard about kids or even adults being mauled and seriously injured or even killed by dogs?

en.wikipedia.org/wiki/List_of_fatal_dog_...

I have *zero* issue whatsoever if an incredibly frail 8 Con level 1 character with no fighting skills or armor or weapon is killed by a cat if there is some particular reason why the cat would actually try to fight to the death.  Cats are harmless because they don't attack people, not because of their size. 

I imagine what an 80 year old grandmother would do if a feral cat really attacked her and tried to kill her, and I could easily picture the cat succeeding. 

Now, it doesn't happen because cats aren't hostile, but statisticly I have no problem with a poorly created level 1 character being on par with a cat.





Equating an 80 y/o grandmother with a prime of life dwarven fighter in chain mail is funny.

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3 months ago  ::  Feb 19, 2013 - 7:53PM #84
Phoenix182
Date Joined: Jun 29, 2010
Posts: 1,260
I wanna feel at most like a farmer or other average joe with only the barest of skillsets. A back woods peasent, street urchin, blacksmith apprentice, etc.

However, I want others to be able to feel like they want as well...so long as it doesn't infringe my own playtstyle.
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3 months ago  ::  Feb 19, 2013 - 7:55PM #85
malcapricornis
Date Joined: Jun 15, 2008
Posts: 1,791

Feb 19, 2013 -- 4:37PM, Father-Dagon wrote:

Feb 19, 2013 -- 4:19PM, Garthanos wrote:

Feb 19, 2013 -- 3:56PM, proudgeek159 wrote:

  I don't want a band of five goblins to deliver a guaranteed TPK, but I also want them to feel dangerous.



A band of 5 Orcs in 4e have a fair chance of delivering exactly that a TPK...

Oh I forget 4e is the superhero edition.

Power is relative.




If we're talking about level 1 PCs, then certainly a band of 5 orcs in 4E can deliver a TPK. The lowest levelled one is level 3 and they go up to level 8 (level 9 if you count the orc warrior minion). If you stick an orc berserker and an orc Eye of Gruumsh in the mix, it can get nasty really quickly.

As it stands, though, if you're going for same-level encounters, 1st-level PCs in 4E shouldn't be fighting orcs at all.

On the other side of the coin, though, using level 1 goblins, a 5-man party of level 1 PCs in 4E can eat through them all day long and not really break a sweat. Heck, a band of 10 or more level 1 goblins can be taken down fairly rapidly by a band of 1st level 4E PCs.

EDIT: the exception to this is if the goblins are taking full advantage of their ranged abilities. For what it's worth, 5 properly-positioned goblin warriors using javelin attacks and their Great Position powers can ruin the party's day very rapidly.




They had an adventuring day guideline. Following it like the sample Kobold Hall adventure in DMG 1 was a challenge. That's how 4th ought to be played.

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3 months ago  ::  Feb 19, 2013 - 10:39PM #86
blacksheepcannibal
Date Joined: Dec 13, 2006
Posts: 1,025
Remind me what the point of negative levels are? Remind me why they need to include them in the Core game, bearing in mind that the only two points of the core game is to introduce people that barely know how to roll a d20 to the game and to serve as a baseline to modify the game with modules to suit your table?

Why not have a module that takes the game and makes it so level 1 players are farmhands-with-swords? With optional rules to slow down advancement, and optional rules to make them into keen warriors (1 week later) after an adventure or two?

What is it about this that makes people reject this idea?
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3 months ago  ::  Feb 20, 2013 - 4:41AM #87
Mithrus
Date Joined: Jan 29, 2005
Posts: 3,233
Can't most of this issue be addressed by simplifying the entire HP/damage/healing of core into static, low numbers? The group needs to ask itself, does class matter, and/or should abilities such as Con affect average number of hits? How many average hits will it take to reach the center of the level 1 wizard? Now, how many for the level 1 Fighter? Let's say the grittiest want wizards to die with a single hit, but fighters can take as much as 3, with clerics and rogues with 2. Hits do 1, crits do 2. Two handed weapons do +1 damage. If you want Con to affect hits, then I'd say a 16 Con nets a +1 HP, and an 20 nets a +2. 

With these numbers, a fighter might have as many as 5HP, taking 5 regular hits, 3 from a two handed attack/crit, or two crits with a two handed attack. The lowly wizard with no Con would still die from a single hit. Too fragile? Add +1 to everyone's HP.

Now we have a solid core to start with, and can start replacing the static numbers with die rolls as desired.

Note: Personally, I'd rather HP be strictly level based, regardless of class. Other factors such as AC already control how fragile a class/character is. It feels like a double penalty to have lower average AC AND lower average HP.
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3 months ago  ::  Feb 20, 2013 - 4:58AM #88
justmike1976
Date Joined: Jun 2, 2012
Posts: 1,385

Feb 19, 2013 -- 10:39PM, blacksheepcannibal wrote:

Remind me what the point of negative levels are? Remind me why they need to include them in the Core game, bearing in mind that the only two points of the core game is to introduce people that barely know how to roll a d20 to the game and to serve as a baseline to modify the game with modules to suit your table?

Why not have a module that takes the game and makes it so level 1 players are farmhands-with-swords? With optional rules to slow down advancement, and optional rules to make them into keen warriors (1 week later) after an adventure or two?

What is it about this that makes people reject this idea?




the point of a 0 level character or a negative level character is to organically create a pc. where your choices as you go thru the begining of the game shape who you are when you hit first level. i have found that when i start playing a character this way i have an idea in my head of what the pc should be and at the end when i get to level 1 my character is diffrent from that but in a good way. instead of comming up with a back story you play the back story of your character and how the pcs meet to adventure.

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3 months ago  ::  Feb 20, 2013 - 5:30AM #89
powerroleplayer
Date Joined: Sep 25, 2009
Posts: 799

Feb 18, 2013 -- 10:26AM, Lord_Kyrion wrote:

A level 1 adventurer is a small step away from a commoner working the fields. I refuse to believe that they would get a big amount of hit points just through their initial training in a class when each subsequent level only grants the usual hit die.

The game isn't supposed to be a walk in the park. I'm more worried about new players getting bored with it because they can't immerse themselves in their character than I am of them getting frustrated and quitting, and it seems like the developers are ignoring that possibility. When there is a real danger to your character's life, you care more about them, you use better strategy in battle to avoid injury. Has there ever really been a complaint from new players that the game is too hard? Too hard to learn and play, sure, but too hard to succeed in? That's not the point of the game and they know it.

I agree with those who are saying starting level is the dial for starting difficulty, as well as what challenge rating of encounters the party faces. Game difficulty rests entirely with the DM, no matter what the system is.


You're working off false premises.  There is absolutely not one single reason why a player should have an easier time immersing themselves in a "fresh off the farm" hero that their more experienced buddies have told them will likely be dead by the end of the night than a "budding hercules" hero.  There is absolutely not one single reason why the budding hercules hero should find it easier to succeed without good strategy.  The difference between powerful and less powerful first level characters is not how easy it is to win, it's how powerful the challenges they face are and how likely they are to be killed by bad luck instead of bad decisions or intentional risk taking.  And there are very good reasons to believe that potential new players would find the game less boring and frustrating if they are taking on bigger challenges and losing characters only when dramatically appropriate.  Not all of them, so of course there should be a dial.  You are also free to argue not even most of them, and that therefore the default should be fresh off the farm.  What you are not free to do is conflate challenge and lethality, assume that you can't have one without the other, and imply that those of us who want reduced low-level lethality are wimps who can't handle a challenge.  That is false, insulting, and bad for the game's design (assuming the devs listen to you and your ilk, anyway).  

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3 months ago  ::  Feb 20, 2013 - 5:52AM #90
wrecan
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Feb 19, 2013 -- 7:12AM, Karnos wrote:

Cats are harmless because they don't attack people, not because of their size.



No, cats are harmless because of their size.  Housecats cannot kill people.  They cannot kill children.  They can't even kill your 80-year old grandmother unless she's in a coma.  Cat claws cannot inflict more than minor lacerrations on the skin.

Cats evolved to hunt mice and birds and they are very very effective at that and completely ineffective at hunting anything their size or larger.

This issue was hashed out ad nauseum during Third Edition where a housecat was, under the game rules, a serious threat to a first level wizard or commoner.  (And not the frail 80-year old commoner, but the healthy 20-year old commoner armed with a kitchen knife.)  

I imagine what an 80 year old grandmother would do if a feral cat really attacked her and tried to kill her, and I could easily picture the cat succeeding.



Your imagination does not resemble reality.

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