I am currently running the Lost Mines of Phandelver with five brand new players to D&D (I am also new). At my suggestion, they all used the pre-made characters from the Starter Set. At least two of the players, probably three, have already decided they want to create new characters (different classes) for our next, post-Mines adventure, while two players want to keep their characters (the two fighters). I understand that the Dungeon Master's Guide recommends inserting new characters into the game at the same level as the other characters (p.236), but I'm reluctant to let three newish players create fifth level characters: (1) I think for new players those early levels help to gradually learn the new class, and (2) I think the players who are keeping their characters after leveling them up over several sessions would have their experience cheapened if characters can just be created at their level without any work.
I may end up just doing it anyway, but I was considering some alternative options. One option would be to run a side mini-adventure that leveled up the new characters, but giving those players an extra session seems to reward the abandoning of characters, where I want to encourage continuity. The other option is to maybe throw in a beefy NPC or two to assist the party for the first few battles. I thought maybe I could have Sildar Hallwinter and/or Daran Edermath (both from the Phandelver adventure) accompany the fighters on a mission to Triboar and start the Level 5 version of Storm King's Thunder. (My next adventure doesn't have to be SKT.)
I recommend figuring out what your next adventure will be first, as well as if you are doing XP or milestone advancement. I say that because in SKT you will hit the end of the chapter and it will say "Characters advance to 6th level". The modules tend to rely on milestone and extra work is required for mixed level parties. If you instead switch the milestone to "characters advance a level" you are permanently keeping them however many levels behind. In an XP advancement, they will eventually catch up due to increasing XP ranges, but not until 10th or higher depending on the player's level spread.
I understand your hesitance to put them back at the same level to a certain degree. But, if they are changing characters because they are enjoying the game and want to create something that is truly their own that is a good thing. If your worry is that they might not know enough to properly choose 3rd and 4th level features, consider having a session where it's just mini encounters. Start at 2nd level, battle 1 moves them to 3rd, battle 2 to 4th, etc. Include the others so that they can get a feel for group tactics/interactions. Sort of like an enhanced session zero, part 2.
Also keep in mind that this will come up again if you have a true character death. Someone dies at 10th level, you're going to have to just put the replacement in at the same level. By that point the enemies are strong enough that reduced levels don't really fare that well.
Literally did this in my LMoP group the other week. I’m DM’ing for 6, five usi the pregenerated PCs and a sixth that we pretty much copied. Anyway, a few sessions in, they clear out Tresendar Manor, and I’ve decided to roll this on into HotDQ, so I tell the group that they get to make new characters and we’ll start them at level 3 just like the current ones. After a 4 hour session in new character building, I could tell a difference in how the players were sooo much more invested in their new characters.
I hooked everyone into being redknives of the Lords Alliance that showed up in Phandalin and that the old characters were deputized by Sildar to help protect the town. The new group went to Cragmaw Castle, led bu Droop so he could continue to be a sidekick and mascot. Anyway, the table enjoyed it, knowing full well that these are long-term characters.
My advice, since everyone’s new to this, would be to let your players swap to their characters at a time in the story when it makes sense and you feel they’re ready for it.
In regards to your powerleveling side adventure idea, you could have the experienced players make temp characters or control NPCs, that way they are not left out and get to try a different class for a while.
I recommend starting the new characters at level 2 and getting them to 3 or 4 before introducing them to the main adventure. After that, you can give them a little bonus experience (say from learning from their seniors) until they are the same level.
I prefer the XP advancement over milestone. When one of new players wanted to switch to a new character, I had him start at level 1 while the rest of the characters were level 4 or 5. Because of the progressive nature of the XP leveling, he eventually caught up. And, because he is relatively new to D&D, it allowed to learn his character's new abilities as it slowly leveled instead trying to learn them all at once.
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I am currently running the Lost Mines of Phandelver with five brand new players to D&D (I am also new). At my suggestion, they all used the pre-made characters from the Starter Set. At least two of the players, probably three, have already decided they want to create new characters (different classes) for our next, post-Mines adventure, while two players want to keep their characters (the two fighters). I understand that the Dungeon Master's Guide recommends inserting new characters into the game at the same level as the other characters (p.236), but I'm reluctant to let three newish players create fifth level characters: (1) I think for new players those early levels help to gradually learn the new class, and (2) I think the players who are keeping their characters after leveling them up over several sessions would have their experience cheapened if characters can just be created at their level without any work.
I may end up just doing it anyway, but I was considering some alternative options. One option would be to run a side mini-adventure that leveled up the new characters, but giving those players an extra session seems to reward the abandoning of characters, where I want to encourage continuity. The other option is to maybe throw in a beefy NPC or two to assist the party for the first few battles. I thought maybe I could have Sildar Hallwinter and/or Daran Edermath (both from the Phandelver adventure) accompany the fighters on a mission to Triboar and start the Level 5 version of Storm King's Thunder. (My next adventure doesn't have to be SKT.)
Thoughts?
I recommend figuring out what your next adventure will be first, as well as if you are doing XP or milestone advancement. I say that because in SKT you will hit the end of the chapter and it will say "Characters advance to 6th level". The modules tend to rely on milestone and extra work is required for mixed level parties. If you instead switch the milestone to "characters advance a level" you are permanently keeping them however many levels behind. In an XP advancement, they will eventually catch up due to increasing XP ranges, but not until 10th or higher depending on the player's level spread.
I understand your hesitance to put them back at the same level to a certain degree. But, if they are changing characters because they are enjoying the game and want to create something that is truly their own that is a good thing. If your worry is that they might not know enough to properly choose 3rd and 4th level features, consider having a session where it's just mini encounters. Start at 2nd level, battle 1 moves them to 3rd, battle 2 to 4th, etc. Include the others so that they can get a feel for group tactics/interactions. Sort of like an enhanced session zero, part 2.
Also keep in mind that this will come up again if you have a true character death. Someone dies at 10th level, you're going to have to just put the replacement in at the same level. By that point the enemies are strong enough that reduced levels don't really fare that well.
Literally did this in my LMoP group the other week. I’m DM’ing for 6, five usi the pregenerated PCs and a sixth that we pretty much copied. Anyway, a few sessions in, they clear out Tresendar Manor, and I’ve decided to roll this on into HotDQ, so I tell the group that they get to make new characters and we’ll start them at level 3 just like the current ones. After a 4 hour session in new character building, I could tell a difference in how the players were sooo much more invested in their new characters.
I hooked everyone into being redknives of the Lords Alliance that showed up in Phandalin and that the old characters were deputized by Sildar to help protect the town. The new group went to Cragmaw Castle, led bu Droop so he could continue to be a sidekick and mascot. Anyway, the table enjoyed it, knowing full well that these are long-term characters.
My advice, since everyone’s new to this, would be to let your players swap to their characters at a time in the story when it makes sense and you feel they’re ready for it.
Good luck, and roll 20!
In regards to your powerleveling side adventure idea, you could have the experienced players make temp characters or control NPCs, that way they are not left out and get to try a different class for a while.
I recommend starting the new characters at level 2 and getting them to 3 or 4 before introducing them to the main adventure. After that, you can give them a little bonus experience (say from learning from their seniors) until they are the same level.
I prefer the XP advancement over milestone. When one of new players wanted to switch to a new character, I had him start at level 1 while the rest of the characters were level 4 or 5. Because of the progressive nature of the XP leveling, he eventually caught up. And, because he is relatively new to D&D, it allowed to learn his character's new abilities as it slowly leveled instead trying to learn them all at once.