HI all. I’m noodling on starting a campaign where the characters start at level zero, and through a lot of role-playing, become first level heroes and beyond. There’s all kinds of ways to make characters “level zero,” of course, from making them play a Commoner to making them follow guidelines on a paper character sheet. But I want to use DDB, and I want them to be semi-heroic, somewhere between Commoner and 1st level, with racial and background abilities.
Edit: note, if you think this is a dumb idea, that's totally cool. I address that further down. But if I'm interested in doing it anyway...
Here’s what I’d like to have happen to the 1st level characters, to simulate a zero level hero:
Drop ability scores to a maximum of 12 (so they still get a +1 bonus for high ability)
Class abilities do not apply, so no class feats or spells
Class granted proficiencies do not apply, including save bonuses, weapon and armor proficiencies
Racial bonuses, features, proficiencies, languages etc. apply
Background features, proficiencies, languages, etc. apply
I started by trying to homebrew a magic item to nerf all the things. But the item options can’t do some specific things, like set a ceiling for abilities, or remove granted proficiencies. So here is what I decided to do… your comments or ideas are welcome.
Race
I’m letting players go ahead and pick their race. Why an air genasi is hanging in a little farming town at zero level is a problem to be solved by an interesting story, I think. Racial languages, proficiencies, ability bonuses, magic, eladrin elf weapon training, etc. are all cool with me. Variant humans would not have their feat at zero level, but would get it at first.
Class
Classes bring a lot to characters that zero levels would not have. Some can be ignored in the builder (like the Fighter’s Fighting Style, just leave it at “-Choose an option-“). Some can be ignored on the character sheet (like spell casting, rage, etc.). Save proficiencies can be noted as not applying (if they even come up in the zero level adventures). Some automatic features like barbarian/monk unarmored bonus will need to be nerfed in the AC stat block on the individual sheet, but I can do that as the DM. Some, like monk martial arts, will just have to be ignored, unfortunately.
Ability Scores
Players will use the point buy system to design their 1st level characters. Then I will go in as the DM and nerf them down to 12, plus whatever they got for racial bonuses. Humans would get to 13, but remain at +1 modifiers. Other races with +2 to an ability would likely end up with a +2 modifier, but that’s cool, elves are fast, dwarves are tough. Makes sense to me.
Hit points
I’ve decided to nerf character hit points to 6 half class maximum, plus Con bonus. Six is the lowest maximum value available to any class (Wizard, d6), so I’ve decided to start there. Thanks to Lek for pushing the wisdom of this new approach.
Background
Backgrounds are cool. I’ve added a bunch of existing homebrew options to the campaign, and may edit them even more to fit the setting I have in mind: farmer, herdsman, tradesman, woodcutter. Some standards would also apply: acolyte, criminal, entertainer, hermit, smith, urchin. Even backgrounds like far traveler, outlander, or soldier could be made to work if the story is good.
Equipment
Sensible equipment and simple weapons only. Armor incurs disadvantage on saves, ability (and skill) checks, and Str and Dex attacks. Even with the soldier background. Life is tough at zero level. Frankly the most annoying part is class-granted automatic weapon proficiencies. There’s no way to nerf proficiencies, not even homebrew magic items can do that. The Fighter will know martial weapons, and to play at zero level that will have to be kept in mind. Pick up a longsword, and you don’t get to use your proficiency bonus. It’s not ideal, but I can make it work.
My process
Players will make character proposals to me, before rolling anything up officially. We will discuss and agree on background and origin, and any extant issues. I will want them to imagine how their characters might progress, and how they would take the leap from zero to first level (how does your farmer become a Wizard). This is about role-playing, after all.
Then I’ll tell players to create 1st level characters in DDB. They will register them with the campaign on DDB. That gives me the power to go in and edit them. I will deselect class features and proficiencies where I can (and note them for restoration later). I will nerf the ability scores, then the hit points. If the class buffs AC, I will nerf AC on the character sheet.
During zero level play, I will have to remember armor and weapon rules, and the lack of saving throw bonuses.
As their characters adventure at zero level, they will arrive, some slowly, some at a fell swoop, at first level, get de-nerfed (for the most part), and proceed normally from there.
So, I just talked this over with my 14 year old son, who is more into D&D than I am, and his first question was “Why?” Sigh. I told him to humor me.
Then he asked why nerf ability scores. They don’t become wizards because they get smarter. They are smart already, and become wizards. So, I thought about it, and I think I want to nerf stats mostly for game mechanics considerations. The bonus is lower, so they are not quite as successful at ability checks and proficiency checks as they would be when they are ona dedicated path to becoming a wizard. At least, that’s how I think of it. I didn’t consider that they would become smarter. Just that they couldn’t access all of their smarts yet. Or something.
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ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
I admit I red this somewhat rapidly, so I bid your forgiveness if you already explored the possibility.
Why not simply take out the Proficiency bonus, or lower it to just a +1 and give access to just Cantrips to the casters? That seems to be the best way to "halve" the effectiveness of any class. In terms of melee/martial classes, I'd suggest giving access just to one tier lower armor (so paladins and fighters can only don up to medium, ranger up to light and rogues no effective armor). Monks and barbarians could be a tad more problematic, but maybe only allowing half of their secondary stat (CON or WIS) mod can be a good solution.
This way you have less things to keep track of and everything you are "nerfing" has nothing to do with who the character is on a personal level, but effectively a reflection of their lack of experience on the field (at least imho).
Edit: Oh, for hit points, I'd just say half max hit dice value+CON mod.
Edit2: one might argue that these edits are possibly too nerfing and not really in line with the progression at subsequent levels, but isn't the first step always the hardest one? ;)
Thanks for the comments, Lek. It was long, no worries about reading it quickly. :)
I did initially nerf the Proficiency Bonus (one thing you can do with a homebrew magic item) and that worked for most everything, except the simple weapons. So you'd have to remember to add +2 to hit whenever you used a simple weapon. One goal here was to make it easy for players to just look at their sheets and see what they can do. You could add +2 to every weapon they equip, of course, manually. The opposite, making the exception the martial weapons, seemed simpler. But nerfing the proficiency bonus would also take care of the class-given ability save bonuses, and skill bonuses, since they would just add +0. Maybe it *is* a better way, then just remembering to add +2 for simple weapons. Of course, it does require the use of the homebrew magic item to nerf the Proficiency bonus. But that's the idea I started with in this process, anyway.
Cantrips is an interesting thought. The transition from zero to first level is the biggest step, as you said, and I had thought to role-play it as a process. Part of that process could be to give them cantrips on their way from zero to one. That's a very concrete suggestion for that step. I'm sure I can figure out similar half steps for the other classes. Cool.
I like the half max hp plus Con. That gives them a little variety, too. Of course, the Commoner, my baseline, gets 1d8 for hp. :( t leads they stat out at 4 hp, though, so that's half, too. I like it. I think I'm going to adopt that idea. Thanks!
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ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Bummer. I just remembered why nerfing the Proficiency bonus isn't easier. Because I allow for proficiencies from race and background. Those need to have the +2 from proficiency bonus added. This would be so much easier if homebrew magic items could remove proficiencies. They can add them to a character, but not the other way around.
Actually, homebrew classes would fix this, too, as I could make a "Commoner" class. But I totally get why DDB is not doing homebrew classes, for all the reasons they have stated. Thematically it wouldn't be great either, because I want the zero level characters to be... proto-wizards and proto-fighters, not commoners.
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ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
If you have A LOT of times on your hands before you start with this, you could create one item for EACH ability saving throws (I also just noticed you have a very neat "half proficiency bonus (round up)" option under Modifiers) and one for EACH skill, using the same modifier. Then give them to the character based on their class choices/options.
Weapons are obviously easily modified on the sheet itself, so no need to create new items there.
Proto-classes should not, now that I think about it, take away the whole proficiency, just grant less, imho.
So, yes, an item for each character, specified to their proficiencies would work. It would take a lot of time, yes, but if I kept it to three or four characters, it wouldn't be too bad. I'll think on that. That would let me titrate their skills (start at +0, then +1 for proto-level, then up to full +2 when they hit 1st level), and do it individually, if they progress differently.
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ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
So, yes, an item for each character, specified to their proficiencies would work. It would take a lot of time, yes, but if I kept it to three or four characters, it wouldn't be too bad. I'll think on that. That would let me titrate their skills (start at +0, then +1 for proto-level, then up to full +2 when they hit 1st level), and do it individually, if they progress differently.
I can maybe give you a hand. I suspect these could be published with no issue, so I can just take part of the skill list and create the items for them, if you want :)
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Nah, it's okay. I'm still thinking, mostly. I'm playing around with one (Barbarian) right now. I still wish homebrew could remove a proficiency. Surely someone wants to create an item that makes characters suddenly become bad at stealth? Right? :)
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ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Also of note, some of this is up in the air with the impending character sheet revamp. So I'm sort of waiting to see how that shakes out. Any moment now... :)
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ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Thematically it wouldn't be great either, because I want the zero level characters to be... proto-wizards and proto-fighters, not commoners.
What you're describing is a 1st level character.
From Player's Handbook Chapter 1:
A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before.
Starting off at 1st level marks your character’s entry into the adventuring life.
...
In the first tier (levels 1–4), characters are effectively apprentice adventurers. They are learning the features that define them as members of particular classes, including the major choices that flavor their class features as they advance (such as a wizard’s Arcane Tradition or a fighter’s Martial Archetype). The threats they face are relatively minor, usually posing a danger to local farmsteads or villages.
A 1st level fighter can't action surge, the monks don't have ki, the rogues can't cunning action, the paladins and rangers don't have magic or even a fighting style. They barely have the basics of their class's basics down. Taking on a goblin one-on-one is dangerous; 2 goblins are deadly.
I don't think making players jump through all these hoops and house rules is worth it, especially not if they're fairly new players that are still trying to come to terms with how the game is normally played.
This reply also for other people who think the idea is stupid misguided. I hear you, and acknowledge your opinion, and address it below, but would also like to keep thinking about the mechanics of doing this foolish and dumb thing. Thanks!
I see your point, InquisitiveCoder. I am noodling on the step before that. First level wizard is inexperienced in the adventuring world, has cantrips and a first level spell. But what were they before that? They didn't pop out knowing cantrips. I am interested in role-playing that sort of start, and was trying to figure out if there was a way to also simulate that mechanically. Actually, I was trying to make it so the players themselves don't have to jump through the hoops. They make a first level character, and I take the time to nerf them, then they can play them at that point.
The hardest part, frankly, is figuring out how 3-4 characters all finding themselves as heroes would come together. The wizard would need to find an arcane text, or a wizard to apprentice to. Or maybe he starts as an apprentice, just about ready to learn his first cantrip. But how does he meet the soldier who yearns to be more than a grunt? Or the urchin who sleeps every night in the temple and hears her goddess speak to her? Or bar server who knocked out the guy mistreating his horse?
I was hoping the players interested in this sort of thing would help add their own creative ideas to the mix. The mechanics of it, which I'm trying to work out above, are just that. Clearly if they are nerfed they wouldn't be able to stand up to a first level monster sort. I know that. I wouldn't give them a challenge that was too hard.
I'm guessing :) that you wouldn't be interested in a game like that, which is totally cool.
Have you considered gradually introducing class benefits/features? Everyone can typically swing a club or an axe, so lvl 0 should get at least some proficiency with simple weapons (maybe +1 or 2). For martial weapons, think of them also in a modern context: firearms (modern "martial" weapons) become effective when the user is trained. After the initial training, they are knowledgeable, but not proficient, so I would say give them +1 bonus. After practice, they gain proficiency over time. Modern Soldiers are taught how to handle, use, and maintain a rifle, but are basically still ignorant until exposed to repeated situational training (range qualifications, combat drills, etc.). Once the conprehensive training is complete, they are "proficient".
Translate the example to D&D: A lvl 0 Fighter is basically a street brawler with a sharp club until trained. Maybe they joined the city guard or an army? Maybe they became a mercenary? Maybe their family was well-to-do and sent them to a Fencing (Fighters) Guild?
Similar rules apply for casters as outlined above. Magic, like fighting, is taxing regardless of the level. Cantrips do not become intuitive without training. Use the old AD&D system of no-cantrips for a lvl 0 and grant access to only Cantrips. They have a set number of slots per Long Rest, so if they want to be a class clown with Prestidigitation and Message, then they will use their slots on those. This number of slots may be very high (6-9) due to the relatively low strain. Also, damaging cantrips either take 2 slots or have half damage. I would reference the tv/book series "The Magicians" for this. In the beginning, the protagonist is chosen for a magical aptitude test. Inadvertently, his first incantation turns a deck of cards into a scale replica of the exam building and he pulls a flaming sword from a desk with a stack of coins. This (obviously) drains him and puts him under for about 14 hours. In time, he learns that his years of studying street magic were subtley enhanced by magic to make cards, coins, etc. literally dissapear and reappear (cantrip: Minor Illusion).
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Barlow, yeah, I'm thinking the same thing. Basically, I nerf them to the above specifications, then we role-play the acquisition of abilities until they reach 1st level. I think it sounds fun. But I'm also interested in how to manage that all mechanically, hence the "noodling" above. Technically, the mechanics aren't all that important. We could fudge any rolling during the zero level startup. But I know some people want some structure, so I'm seeing what I can do in DDB that way.
On a mechanical note, the Commoner gets a +2 to hit with a club, so I'm thinking the idea is even level zero characters get a +2 proficiency bonus. So I'm trying to preserve that. And yes, everyone is proficient in simple weapons. (Well, not wizards, they have a subset.) Maybe I'm wrong? Maybe I could just nerf the Proficiency Bonus entirely? That would make things soooo much simpler.
I also like The Magicians, though I couldn't really get into the show. I should try again.
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ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Haven't read through everything yet, but wanted to chime in with an initial thought on how to implement this in DDB at least. I don't see a realistic way to accomplish it using the character builder functionality, to be honest. I think you'd need to sit down with your players and work through each person's character concept, then I'd build each one as a monster/NPC statblock in the homebrew monster builder. You can start with the Commoner block, then tweak it for racial and Background adjustments, with additional notes and modification based on what each player wants to do. After they finally advance to L1, then you rebuild them as proper characters.
I know many people don't like the whole concept of starting out that weak and limited as a character. Modern playstyle has PC much more "heroic" already than in older editions where it was super easy to die, even at first level, let along zero-level. Personally, it sounds fun to try out. Good luck!
Update: OK, having read the thread in more detail, I can see you DO have some ideas on how to use the character builder and homebrewed magic items to nerf most of what you want to. Honestly, that still seems like a TON of work to me, for relatively little payout. I mean, how long are they really going to be at level zero before you boost them to a proper 1st level character?
I'd stick with your idea of creating each character as a fully-realized 1st-level in the character builder, but rather than doing a lot of modding via magic items, figure out what you want to nerf or eliminate and then create that zero-level version as a monster statblock. As an example, you can look at the variety of NPC statblocks, but other good examples could be the "special" NPCs from Storm Kings Thunder (the Bryn Shander/Goldenfields/Triboar section) that are detailed in Appendix D of that adventure. Those are specifically designed to be handed to the players to run during those sections of the adventure. That way, you should be able to assign proficiencies - skills, weapons, and so on, and set the bonuses at whatever you want.
I applaud your tenacity in the face of overwhelming odds.
You have a fourteen year old son...make a list of all the things he can already do. I bet he has at least three skills where he is better than the average grown man. He may well be able to out sprint you. Swim further/faster. Play a guitar 95% as well as Eddie Van Halen. Perhap's he races go-karts, in which case his reactions are pretty much at a peak already; Darth Vader's piloting skills barely improved from when he was an annoying slave kiddy.
My point? Don't assume these characters are inept at everything, or that they are suddenly going to enjoy a growth spurt - especially if it is a 75 year old elf or 50 year old dwarf. And most characters on the edge of such life changing moments are often so full of their own invincibility that they aren't going to seek answers in philosophical debate - they are going to look for something to hit! Every two year old I've ever met has at least one level of barbarian already!
Harry Potter (as a book and film) was a wonderful success, with plenty of situations that would make challenging roleplaying opportunities. I assume this is the sort of thing you are going for? Yes, Harry and Ron and Hermione were fairly inept, but they still managed to achieve some fairly heroic feats, even in the first book. The difference is, they could rely on good dice rolls (and access to just the right magic items) whenever the odds were grim - can you say the same about the semi-heroic PCs you are thinking of running through your adventures.
JK Rowling would probably be less well known if Harry had been bitten by a rat and died of leptospirosis in the third chapter.
It is a ridiculous idea. But I said the same thing about Bitcoins and solar powered lights.
I look forward to hearing of your success/failure.
You might what to read the first post of the recruiting thread for the Halcyon Academy Play by Post over at enworld, as that game started with level 0 characters (although they were intentionally classless, which is a bit of a different take). Doesn't help with setting up the characters in DDB, but might give you some ideas for approaching the campaign more generally.
I see your point, InquisitiveCoder. I am noodling on the step before that. First level wizard is inexperienced in the adventuring world, has cantrips and a first level spell. But what were they before that? They didn't pop out knowing cantrips. I am interested in role-playing that sort of start, and was trying to figure out if there was a way to also simulate that mechanically. Actually, I was trying to make it so the players themselves don't have to jump through the hoops. They make a first level character, and I take the time to nerf them, then they can play them at that point.
There's 3 problems with this:
Different classes have wildly different backstories and entry requirements. You don't just find an arcane text and become a wizard overnight; it takes years of studying. You don't always choose to become a cleric; that's up to a deity. You can't reconcile all those disparate kinds of class origins without a big time skip.
Nobody wants to put time into creating a character if it's going to be butchered in unknown ways. That character creation process is a total no-go. Give your players their real options up front so they have real choices and play exactly what they build.
You can't have characters that feel like distinct classes if you're going to strip them of the minimal set of features they need to be distinct from each other and from commoners. What's the difference between a barbarian that can't rage and a monk that can't do martial arts?
I still think it makes a lot more sense to just run with 1st level characters but I'll leave you with something constructive so that I'm not just ripping your idea to pieces. Here's how I'd do it:
Create characters normally but skip the class features other than starting HP.
Give them the multiclass proficiencies of their chosen class instead of the full proficiencies.
Spellcasters get Magic Initiate so they're not just hitting people with a stick. They'll lose the feat when they gain their first level.
Upgrade monk unarmed strikes to a d4 since basic unarmed strikes are completely impractical as a main form of attack.
Store them in D&D Beyond as homebrew monsters. A character that stripped down is easily represented as a monster stat block.
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HI all. I’m noodling on starting a campaign where the characters start at level zero, and through a lot of role-playing, become first level heroes and beyond. There’s all kinds of ways to make characters “level zero,” of course, from making them play a Commoner to making them follow guidelines on a paper character sheet. But I want to use DDB, and I want them to be semi-heroic, somewhere between Commoner and 1st level, with racial and background abilities.
Edit: note, if you think this is a dumb idea, that's totally cool. I address that further down. But if I'm interested in doing it anyway...
Here’s what I’d like to have happen to the 1st level characters, to simulate a zero level hero:
I started by trying to homebrew a magic item to nerf all the things. But the item options can’t do some specific things, like set a ceiling for abilities, or remove granted proficiencies. So here is what I decided to do… your comments or ideas are welcome.
Race
I’m letting players go ahead and pick their race. Why an air genasi is hanging in a little farming town at zero level is a problem to be solved by an interesting story, I think. Racial languages, proficiencies, ability bonuses, magic, eladrin elf weapon training, etc. are all cool with me. Variant humans would not have their feat at zero level, but would get it at first.
Class
Classes bring a lot to characters that zero levels would not have. Some can be ignored in the builder (like the Fighter’s Fighting Style, just leave it at “-Choose an option-“). Some can be ignored on the character sheet (like spell casting, rage, etc.). Save proficiencies can be noted as not applying (if they even come up in the zero level adventures). Some automatic features like barbarian/monk unarmored bonus will need to be nerfed in the AC stat block on the individual sheet, but I can do that as the DM. Some, like monk martial arts, will just have to be ignored, unfortunately.
Ability Scores
Players will use the point buy system to design their 1st level characters. Then I will go in as the DM and nerf them down to 12, plus whatever they got for racial bonuses. Humans would get to 13, but remain at +1 modifiers. Other races with +2 to an ability would likely end up with a +2 modifier, but that’s cool, elves are fast, dwarves are tough. Makes sense to me.
Hit points
I’ve decided to nerf character hit points to
6half class maximum, plus Con bonus.Six is the lowest maximum value available to any class (Wizard, d6), so I’ve decided to start there.Thanks to Lek for pushing the wisdom of this new approach.Background
Backgrounds are cool. I’ve added a bunch of existing homebrew options to the campaign, and may edit them even more to fit the setting I have in mind: farmer, herdsman, tradesman, woodcutter. Some standards would also apply: acolyte, criminal, entertainer, hermit, smith, urchin. Even backgrounds like far traveler, outlander, or soldier could be made to work if the story is good.
Equipment
Sensible equipment and simple weapons only. Armor incurs disadvantage on saves, ability (and skill) checks, and Str and Dex attacks. Even with the soldier background. Life is tough at zero level. Frankly the most annoying part is class-granted automatic weapon proficiencies. There’s no way to nerf proficiencies, not even homebrew magic items can do that. The Fighter will know martial weapons, and to play at zero level that will have to be kept in mind. Pick up a longsword, and you don’t get to use your proficiency bonus. It’s not ideal, but I can make it work.
My process
Players will make character proposals to me, before rolling anything up officially. We will discuss and agree on background and origin, and any extant issues. I will want them to imagine how their characters might progress, and how they would take the leap from zero to first level (how does your farmer become a Wizard). This is about role-playing, after all.
Then I’ll tell players to create 1st level characters in DDB. They will register them with the campaign on DDB. That gives me the power to go in and edit them. I will deselect class features and proficiencies where I can (and note them for restoration later). I will nerf the ability scores, then the hit points. If the class buffs AC, I will nerf AC on the character sheet.
During zero level play, I will have to remember armor and weapon rules, and the lack of saving throw bonuses.
As their characters adventure at zero level, they will arrive, some slowly, some at a fell swoop, at first level, get de-nerfed (for the most part), and proceed normally from there.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
So, I just talked this over with my 14 year old son, who is more into D&D than I am, and his first question was “Why?” Sigh. I told him to humor me.
Then he asked why nerf ability scores. They don’t become wizards because they get smarter. They are smart already, and become wizards. So, I thought about it, and I think I want to nerf stats mostly for game mechanics considerations. The bonus is lower, so they are not quite as successful at ability checks and proficiency checks as they would be when they are ona dedicated path to becoming a wizard. At least, that’s how I think of it. I didn’t consider that they would become smarter. Just that they couldn’t access all of their smarts yet. Or something.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
I admit I red this somewhat rapidly, so I bid your forgiveness if you already explored the possibility.
Why not simply take out the Proficiency bonus, or lower it to just a +1 and give access to just Cantrips to the casters? That seems to be the best way to "halve" the effectiveness of any class. In terms of melee/martial classes, I'd suggest giving access just to one tier lower armor (so paladins and fighters can only don up to medium, ranger up to light and rogues no effective armor). Monks and barbarians could be a tad more problematic, but maybe only allowing half of their secondary stat (CON or WIS) mod can be a good solution.
This way you have less things to keep track of and everything you are "nerfing" has nothing to do with who the character is on a personal level, but effectively a reflection of their lack of experience on the field (at least imho).
Edit: Oh, for hit points, I'd just say half max hit dice value+CON mod.
Edit2: one might argue that these edits are possibly too nerfing and not really in line with the progression at subsequent levels, but isn't the first step always the hardest one? ;)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Thanks for the comments, Lek. It was long, no worries about reading it quickly. :)
I did initially nerf the Proficiency Bonus (one thing you can do with a homebrew magic item) and that worked for most everything, except the simple weapons. So you'd have to remember to add +2 to hit whenever you used a simple weapon. One goal here was to make it easy for players to just look at their sheets and see what they can do. You could add +2 to every weapon they equip, of course, manually. The opposite, making the exception the martial weapons, seemed simpler. But nerfing the proficiency bonus would also take care of the class-given ability save bonuses, and skill bonuses, since they would just add +0. Maybe it *is* a better way, then just remembering to add +2 for simple weapons. Of course, it does require the use of the homebrew magic item to nerf the Proficiency bonus. But that's the idea I started with in this process, anyway.
Cantrips is an interesting thought. The transition from zero to first level is the biggest step, as you said, and I had thought to role-play it as a process. Part of that process could be to give them cantrips on their way from zero to one. That's a very concrete suggestion for that step. I'm sure I can figure out similar half steps for the other classes. Cool.
I like the half max hp plus Con. That gives them a little variety, too. Of course, the Commoner, my baseline, gets 1d8 for hp. :( t leads they stat out at 4 hp, though, so that's half, too. I like it. I think I'm going to adopt that idea. Thanks!
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
You are most welcome, thanks to you for considering my suggestions :)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Bummer. I just remembered why nerfing the Proficiency bonus isn't easier. Because I allow for proficiencies from race and background. Those need to have the +2 from proficiency bonus added. This would be so much easier if homebrew magic items could remove proficiencies. They can add them to a character, but not the other way around.
Actually, homebrew classes would fix this, too, as I could make a "Commoner" class. But I totally get why DDB is not doing homebrew classes, for all the reasons they have stated. Thematically it wouldn't be great either, because I want the zero level characters to be... proto-wizards and proto-fighters, not commoners.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
If you have A LOT of times on your hands before you start with this, you could create one item for EACH ability saving throws (I also just noticed you have a very neat "half proficiency bonus (round up)" option under Modifiers) and one for EACH skill, using the same modifier. Then give them to the character based on their class choices/options.
Weapons are obviously easily modified on the sheet itself, so no need to create new items there.
Proto-classes should not, now that I think about it, take away the whole proficiency, just grant less, imho.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
So, yes, an item for each character, specified to their proficiencies would work. It would take a lot of time, yes, but if I kept it to three or four characters, it wouldn't be too bad. I'll think on that. That would let me titrate their skills (start at +0, then +1 for proto-level, then up to full +2 when they hit 1st level), and do it individually, if they progress differently.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Nah, it's okay. I'm still thinking, mostly. I'm playing around with one (Barbarian) right now. I still wish homebrew could remove a proficiency. Surely someone wants to create an item that makes characters suddenly become bad at stealth? Right? :)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Also of note, some of this is up in the air with the impending character sheet revamp. So I'm sort of waiting to see how that shakes out. Any moment now... :)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Maybe you can up things instead on your end, until they are level 1?
If a climb check normally is 12 you might up it to 14 instead.
Its up to you as a DM to set up how hard things is.
Same with AC if needed.
They roll the dice and you tell them if it worked or not. :)
Everything is just a bit harder until you are level 1 ;)
I'm not stupid. I'm just unlucky when I'm thinking.
A 1st level fighter can't action surge, the monks don't have ki, the rogues can't cunning action, the paladins and rangers don't have magic or even a fighting style. They barely have the basics of their class's basics down. Taking on a goblin one-on-one is dangerous; 2 goblins are deadly.
I don't think making players jump through all these hoops and house rules is worth it, especially not if they're fairly new players that are still trying to come to terms with how the game is normally played.
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This reply also for other people who think the idea is
stupidmisguided. I hear you, and acknowledge your opinion, and address it below, but would also like to keep thinking about the mechanics of doing this foolish and dumb thing. Thanks!I see your point, InquisitiveCoder. I am noodling on the step before that. First level wizard is inexperienced in the adventuring world, has cantrips and a first level spell. But what were they before that? They didn't pop out knowing cantrips. I am interested in role-playing that sort of start, and was trying to figure out if there was a way to also simulate that mechanically. Actually, I was trying to make it so the players themselves don't have to jump through the hoops. They make a first level character, and I take the time to nerf them, then they can play them at that point.
The hardest part, frankly, is figuring out how 3-4 characters all finding themselves as heroes would come together. The wizard would need to find an arcane text, or a wizard to apprentice to. Or maybe he starts as an apprentice, just about ready to learn his first cantrip. But how does he meet the soldier who yearns to be more than a grunt? Or the urchin who sleeps every night in the temple and hears her goddess speak to her? Or bar server who knocked out the guy mistreating his horse?
I was hoping the players interested in this sort of thing would help add their own creative ideas to the mix. The mechanics of it, which I'm trying to work out above, are just that. Clearly if they are nerfed they wouldn't be able to stand up to a first level monster sort. I know that. I wouldn't give them a challenge that was too hard.
I'm guessing :) that you wouldn't be interested in a game like that, which is totally cool.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Have you considered gradually introducing class benefits/features? Everyone can typically swing a club or an axe, so lvl 0 should get at least some proficiency with simple weapons (maybe +1 or 2). For martial weapons, think of them also in a modern context: firearms (modern "martial" weapons) become effective when the user is trained. After the initial training, they are knowledgeable, but not proficient, so I would say give them +1 bonus. After practice, they gain proficiency over time. Modern Soldiers are taught how to handle, use, and maintain a rifle, but are basically still ignorant until exposed to repeated situational training (range qualifications, combat drills, etc.). Once the conprehensive training is complete, they are "proficient".
Translate the example to D&D: A lvl 0 Fighter is basically a street brawler with a sharp club until trained. Maybe they joined the city guard or an army? Maybe they became a mercenary? Maybe their family was well-to-do and sent them to a Fencing (Fighters) Guild?
Similar rules apply for casters as outlined above. Magic, like fighting, is taxing regardless of the level. Cantrips do not become intuitive without training. Use the old AD&D system of no-cantrips for a lvl 0 and grant access to only Cantrips. They have a set number of slots per Long Rest, so if they want to be a class clown with Prestidigitation and Message, then they will use their slots on those. This number of slots may be very high (6-9) due to the relatively low strain. Also, damaging cantrips either take 2 slots or have half damage. I would reference the tv/book series "The Magicians" for this. In the beginning, the protagonist is chosen for a magical aptitude test. Inadvertently, his first incantation turns a deck of cards into a scale replica of the exam building and he pulls a flaming sword from a desk with a stack of coins. This (obviously) drains him and puts him under for about 14 hours. In time, he learns that his years of studying street magic were subtley enhanced by magic to make cards, coins, etc. literally dissapear and reappear (cantrip: Minor Illusion).
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Barlow, yeah, I'm thinking the same thing. Basically, I nerf them to the above specifications, then we role-play the acquisition of abilities until they reach 1st level. I think it sounds fun. But I'm also interested in how to manage that all mechanically, hence the "noodling" above. Technically, the mechanics aren't all that important. We could fudge any rolling during the zero level startup. But I know some people want some structure, so I'm seeing what I can do in DDB that way.
On a mechanical note, the Commoner gets a +2 to hit with a club, so I'm thinking the idea is even level zero characters get a +2 proficiency bonus. So I'm trying to preserve that. And yes, everyone is proficient in simple weapons. (Well, not wizards, they have a subset.) Maybe I'm wrong? Maybe I could just nerf the Proficiency Bonus entirely? That would make things soooo much simpler.
I also like The Magicians, though I couldn't really get into the show. I should try again.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Haven't read through everything yet, but wanted to chime in with an initial thought on how to implement this in DDB at least. I don't see a realistic way to accomplish it using the character builder functionality, to be honest. I think you'd need to sit down with your players and work through each person's character concept, then I'd build each one as a monster/NPC statblock in the homebrew monster builder. You can start with the Commoner block, then tweak it for racial and Background adjustments, with additional notes and modification based on what each player wants to do. After they finally advance to L1, then you rebuild them as proper characters.
I know many people don't like the whole concept of starting out that weak and limited as a character. Modern playstyle has PC much more "heroic" already than in older editions where it was super easy to die, even at first level, let along zero-level. Personally, it sounds fun to try out. Good luck!
Update:
OK, having read the thread in more detail, I can see you DO have some ideas on how to use the character builder and homebrewed magic items to nerf most of what you want to. Honestly, that still seems like a TON of work to me, for relatively little payout. I mean, how long are they really going to be at level zero before you boost them to a proper 1st level character?
I'd stick with your idea of creating each character as a fully-realized 1st-level in the character builder, but rather than doing a lot of modding via magic items, figure out what you want to nerf or eliminate and then create that zero-level version as a monster statblock. As an example, you can look at the variety of NPC statblocks, but other good examples could be the "special" NPCs from Storm Kings Thunder (the Bryn Shander/Goldenfields/Triboar section) that are detailed in Appendix D of that adventure. Those are specifically designed to be handed to the players to run during those sections of the adventure. That way, you should be able to assign proficiencies - skills, weapons, and so on, and set the bonuses at whatever you want.
I applaud your tenacity in the face of overwhelming odds.
You have a fourteen year old son...make a list of all the things he can already do. I bet he has at least three skills where he is better than the average grown man. He may well be able to out sprint you. Swim further/faster. Play a guitar 95% as well as Eddie Van Halen. Perhap's he races go-karts, in which case his reactions are pretty much at a peak already; Darth Vader's piloting skills barely improved from when he was an annoying slave kiddy.
My point? Don't assume these characters are inept at everything, or that they are suddenly going to enjoy a growth spurt - especially if it is a 75 year old elf or 50 year old dwarf.
And most characters on the edge of such life changing moments are often so full of their own invincibility that they aren't going to seek answers in philosophical debate - they are going to look for something to hit! Every two year old I've ever met has at least one level of barbarian already!
Harry Potter (as a book and film) was a wonderful success, with plenty of situations that would make challenging roleplaying opportunities. I assume this is the sort of thing you are going for?
Yes, Harry and Ron and Hermione were fairly inept, but they still managed to achieve some fairly heroic feats, even in the first book. The difference is, they could rely on good dice rolls (and access to just the right magic items) whenever the odds were grim - can you say the same about the semi-heroic PCs you are thinking of running through your adventures.
JK Rowling would probably be less well known if Harry had been bitten by a rat and died of leptospirosis in the third chapter.
It is a ridiculous idea.
But I said the same thing about Bitcoins and solar powered lights.
I look forward to hearing of your success/failure.
Roleplaying since Runequest.
You might what to read the first post of the recruiting thread for the Halcyon Academy Play by Post over at enworld, as that game started with level 0 characters (although they were intentionally classless, which is a bit of a different take). Doesn't help with setting up the characters in DDB, but might give you some ideas for approaching the campaign more generally.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
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There's 3 problems with this:
I still think it makes a lot more sense to just run with 1st level characters but I'll leave you with something constructive so that I'm not just ripping your idea to pieces. Here's how I'd do it:
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