I prefer starting at level 3. Classes have their key features and subclasses by then.
Starting at higher levels is fine and fun, but mostly for one shots. You dont build the same attachment with the character as when you start at lower level. But since games do rarely get to higher level, it is one of the only ways to experience that tier of play.
It all depends on the campaign in question. I rarely meet anyone that I would go from 1 to 20 with. Level 3 is nice to start out at so that people can have a basic build, but that's not so good if they're story-wise supposed to be just starting out. At that point it's better story-wise if the characters in question have had combat experience and the story hook is that they were hired or part of a faction. It's also good if they're not suppose to struggle in the beginning. If characters are Level 3 I usually also give them a bonus amount of Gold equal to their starting class's starting gold role maximized.
Level 5 is a starting point for if everyone is supposed to be more than average experienced. Probably they have done something noteworthy and people know of them. If I do this I either give them the above bonus Gold and 1 magic item OR I create a Legacy Item for them. Legacy Items don't have current rules for them in 5e, but basically they are items that you level up.
Level 1 is best starting point if you want to reinforce the struggle or they are supposed to be inexperienced. Like for instance you have a horror campaign, start them at level 1, scare them early with a glimpse of the power they are going to have to face and make it always lurking, watching, sometimes attacking suddenly, sometimes silent for weeks. Or on the side of inexperienced but not struggling, villagers that know each other and aren't expecting trouble until it comes to the village, starting their quest. There is also the theoretical "Level 0", but since it's a homebrew thing everyone's version of it is different. My version is: You still select the class your going to get Level 1 with; you get all the proficiencies, but only one usually feature, your cantrips, or sometimes just a Feat (I'm a bit off and on about the idea of Level 1 Feats); your proficiency bonus is +1; and you need 100 XP.
As for ending levels, yeah, 10 is usually a good stopping point. Past there things can start getting a bit out of hand. I prefer the story being a bit more down to earth than traveling the Planes and slaying a Demon Prince. However, sometimes that's the story you want to play and tell.
So in short, it all depends on what you and your players/DM want to get out of the experience.
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I hear that most campaigns don't level characters up to or passed level ten. Or that it just takes too much play time to reach these levels.
Is it okay... should we push... groups to start campaigns at higher levels so more people can feel what those settings and levels are like?
Should a campaign begin at level one? Or should groups feel free to make characters "heroes" from the start?
I prefer starting at level 3. Classes have their key features and subclasses by then.
Starting at higher levels is fine and fun, but mostly for one shots. You dont build the same attachment with the character as when you start at lower level. But since games do rarely get to higher level, it is one of the only ways to experience that tier of play.
It all depends on the campaign in question. I rarely meet anyone that I would go from 1 to 20 with. Level 3 is nice to start out at so that people can have a basic build, but that's not so good if they're story-wise supposed to be just starting out. At that point it's better story-wise if the characters in question have had combat experience and the story hook is that they were hired or part of a faction. It's also good if they're not suppose to struggle in the beginning. If characters are Level 3 I usually also give them a bonus amount of Gold equal to their starting class's starting gold role maximized.
Level 5 is a starting point for if everyone is supposed to be more than average experienced. Probably they have done something noteworthy and people know of them. If I do this I either give them the above bonus Gold and 1 magic item OR I create a Legacy Item for them. Legacy Items don't have current rules for them in 5e, but basically they are items that you level up.
Level 1 is best starting point if you want to reinforce the struggle or they are supposed to be inexperienced. Like for instance you have a horror campaign, start them at level 1, scare them early with a glimpse of the power they are going to have to face and make it always lurking, watching, sometimes attacking suddenly, sometimes silent for weeks. Or on the side of inexperienced but not struggling, villagers that know each other and aren't expecting trouble until it comes to the village, starting their quest. There is also the theoretical "Level 0", but since it's a homebrew thing everyone's version of it is different. My version is: You still select the class your going to get Level 1 with; you get all the proficiencies, but only one usually feature, your cantrips, or sometimes just a Feat (I'm a bit off and on about the idea of Level 1 Feats); your proficiency bonus is +1; and you need 100 XP.
As for ending levels, yeah, 10 is usually a good stopping point. Past there things can start getting a bit out of hand. I prefer the story being a bit more down to earth than traveling the Planes and slaying a Demon Prince. However, sometimes that's the story you want to play and tell.
So in short, it all depends on what you and your players/DM want to get out of the experience.