I would like to preface that my idea is impossible to pull off on D&D Beyond but it seems like a cool way to play.
This is an idea that I had this morning that was inspired by Fire Emblem in a way. To say it flat out, Level Zero. If you have played Fire Emblem games like Sacred Stones, you know about the "Trainee" classes (Journeyman and Pupil). The idea I had is to make "Trainee" versions of each class in D&D.
Leveling up to Level 1 would take 30 xp, but the problem for the PCs is that they would not gain xp in a normal way for D&D. XP gained would still be based on CR, but the amount gained would be equal to double the defeated monster's CR rounded up (CR 1 = 2 xp; CR 1/8, 1/4, & 1/2 = 1 xp; etc.). I reasoned that leveling up should be a major challenge for essentially peasant level characters.
All classes will keep all of their proficiencies. I have reasoned that characters who would receive Martial Weapons or Heavy Armor from their starting equipment should not be allowed to do so unless they are in a position to have crafted them themselves (Smith's tools proficiency) or bought/been gifted it (Noble/ High ranking member of the community). I also think that any gold received from equipment or rolled starting gold (whichever you use) should be halved since, as I have said before, the characters are essentially peasants. Also, their starting HP is halved (Wizards and Sorcerers have 3 + CON; Clerics, etc have 4 + CON; Fighters, etc have 5 + CON; Barbarians have 6 + CON.) since they are below 1st level.
I will start with the spellcasters for explaining how the classes would work. Each class would have 2 cantrips and 1 first level spell that they can cast once per day (similarly to the Magic Initiate feat) from their classes spell list. I am excluding Paladin and Ranger from this section since they only gain spellcasting at 2nd level. Other than spells, I have reasoned that the spellcasters should not have any of their 1st level abilities as those should only be gained at 1st level (there is one exception). Level 0 Warlock will still choose their patron, though the won't gain the feature associated with their patron; I will call them Pishogues. I will call level 0 Bards Performers. I will call level 0 Druids Shaman. I will call level 0 Clerics Chaplains. I will call level 0 Sorcerers Apprentices. And I will call level 0 Wizards Pupils.
For non-magical classes, they will each retain 1 certain feature of their class to balance for their lack of spellcasting ability. Level 0 Fighters will retain their Fighting Style feature. Level 0 Paladins will retain their Lay on Hands (Pool is still 5). Level 0 Rangers will still retain their Natural Explorer feature. Level 0 Blood Hunters will retain their Hunter's Bane feature. I will call the level 0 classes listed above in this paragraph Journeymen since they all fit into similar archetypes in a way. Level 0 Barbarians will retain their Rage feature but can only use it once per day; I will call them Brawlers. Level 0 Monks will retain their Martial Arts feature and I will call them Initiates. Level 0 Rogues will retain their Sneak Attack features but can only use their Sneak Attack when an ally is within 5 feet of their target; I will call them Sneaks (this one is very temporary).
You can of course change the names of these Level Zero classes if you wish, these are just the names that I plan to use. I would love some feedback on this since it seems like a cool concept and I want to know if it is a good one.
EDIT: XP will reset back to zero when the characters level up.
My only real issue is the nerfing of XP gain. A level 1 PC would have a hard time against a CR1/4, and these level 0 classes would probably find CR1/8 creatures just as hard.
...I almost feel bad about killing your buzz. Level 0 is a pretty common idea actually, I created my version around 10 years ago. My findings were that Level 0 really only works if there is no combat until the characters level up. When I did it, usually everyone lived in the same area and then something happened to initiate the adventure and get the players to Level 1. It's hard to get player's invested without an emotional high within 5 minutes, the best way to do that is a quick fight and Level 0 characters have a hard time with those, so I don't do Level 0 anymore.
Yeah, I knew that this is a pretty common idea. I just decided to post my version of the idea for critique so I can try to improve it and make the experience of it better for my players if I ever use this or for other people to use or modify for themselves if they like my version of it.
Also, I posted this so I don't forget it... should probably change the thread name.
My only real issue is the nerfing of XP gain. A level 1 PC would have a hard time against a CR1/4, and these level 0 classes would probably find CR1/8 creatures just as hard.
The reason I nerfed combat xp gain is because the characters are so weak that they should probably gain xp through other endeavors, such as crafting items, hunting smaller animals, or succeeding in difficult social encounters. Compounding what you and Slade have said, I think I should probably nix the combat xp gain nerf.
So how does this work with multiclassing and if you allow it, how do the 0 levels apply to the cap of 20 total levels?
It wouldn't factor into level cap. It is basically like you are working up to be a member of the class you have chosen... if that makes sense. When a level zero character levels up to level 1, they gain all class abilities that they did not have at level zero (Second Wind for Fighter; Favored Enemy for Ranger; etc).
A way that you could have it work that I just thought about is having all of the PCs be children while Level 0 and do a time skip to their adult years after a certain point or after they level up to 1, or have them be Level 0 while kids then have them become level 1 after a planned time skip at a certain point like with the Milestone level up method.
Sorry for writing a short essay to answer a simple question. Hope I cleared things up for you.
I would like to preface that my idea is impossible to pull off on D&D Beyond but it seems like a cool way to play.
This is an idea that I had this morning that was inspired by Fire Emblem in a way. To say it flat out, Level Zero. If you have played Fire Emblem games like Sacred Stones, you know about the "Trainee" classes (Journeyman and Pupil). The idea I had is to make "Trainee" versions of each class in D&D.
Leveling up to Level 1 would take 30 xp, but the problem for the PCs is that they would not gain xp in a normal way for D&D. XP gained would still be based on CR, but the amount gained would be equal to double the defeated monster's CR rounded up (CR 1 = 2 xp; CR 1/8, 1/4, & 1/2 = 1 xp; etc.). I reasoned that leveling up should be a major challenge for essentially peasant level characters.
All classes will keep all of their proficiencies. I have reasoned that characters who would receive Martial Weapons or Heavy Armor from their starting equipment should not be allowed to do so unless they are in a position to have crafted them themselves (Smith's tools proficiency) or bought/been gifted it (Noble/ High ranking member of the community). I also think that any gold received from equipment or rolled starting gold (whichever you use) should be halved since, as I have said before, the characters are essentially peasants. Also, their starting HP is halved (Wizards and Sorcerers have 3 + CON; Clerics, etc have 4 + CON; Fighters, etc have 5 + CON; Barbarians have 6 + CON.) since they are below 1st level.
I will start with the spellcasters for explaining how the classes would work. Each class would have 2 cantrips and 1 first level spell that they can cast once per day (similarly to the Magic Initiate feat) from their classes spell list. I am excluding Paladin and Ranger from this section since they only gain spellcasting at 2nd level. Other than spells, I have reasoned that the spellcasters should not have any of their 1st level abilities as those should only be gained at 1st level (there is one exception). Level 0 Warlock will still choose their patron, though the won't gain the feature associated with their patron; I will call them Pishogues. I will call level 0 Bards Performers. I will call level 0 Druids Shaman. I will call level 0 Clerics Chaplains. I will call level 0 Sorcerers Apprentices. And I will call level 0 Wizards Pupils.
For non-magical classes, they will each retain 1 certain feature of their class to balance for their lack of spellcasting ability. Level 0 Fighters will retain their Fighting Style feature. Level 0 Paladins will retain their Lay on Hands (Pool is still 5). Level 0 Rangers will still retain their Natural Explorer feature. Level 0 Blood Hunters will retain their Hunter's Bane feature. I will call the level 0 classes listed above in this paragraph Journeymen since they all fit into similar archetypes in a way. Level 0 Barbarians will retain their Rage feature but can only use it once per day; I will call them Brawlers. Level 0 Monks will retain their Martial Arts feature and I will call them Initiates. Level 0 Rogues will retain their Sneak Attack features but can only use their Sneak Attack when an ally is within 5 feet of their target; I will call them Sneaks (this one is very temporary).
You can of course change the names of these Level Zero classes if you wish, these are just the names that I plan to use. I would love some feedback on this since it seems like a cool concept and I want to know if it is a good one.
EDIT: XP will reset back to zero when the characters level up.
My only real issue is the nerfing of XP gain. A level 1 PC would have a hard time against a CR1/4, and these level 0 classes would probably find CR1/8 creatures just as hard.
...I almost feel bad about killing your buzz. Level 0 is a pretty common idea actually, I created my version around 10 years ago. My findings were that Level 0 really only works if there is no combat until the characters level up. When I did it, usually everyone lived in the same area and then something happened to initiate the adventure and get the players to Level 1. It's hard to get player's invested without an emotional high within 5 minutes, the best way to do that is a quick fight and Level 0 characters have a hard time with those, so I don't do Level 0 anymore.
Yeah, I knew that this is a pretty common idea. I just decided to post my version of the idea for critique so I can try to improve it and make the experience of it better for my players if I ever use this or for other people to use or modify for themselves if they like my version of it.
Also, I posted this so I don't forget it... should probably change the thread name.
Bad news...
The reason I nerfed combat xp gain is because the characters are so weak that they should probably gain xp through other endeavors, such as crafting items, hunting smaller animals, or succeeding in difficult social encounters. Compounding what you and Slade have said, I think I should probably nix the combat xp gain nerf.
Thanks for the feedback.
So how does this work with multiclassing and if you allow it, how do the 0 levels apply to the cap of 20 total levels?
It wouldn't factor into level cap. It is basically like you are working up to be a member of the class you have chosen... if that makes sense. When a level zero character levels up to level 1, they gain all class abilities that they did not have at level zero (Second Wind for Fighter; Favored Enemy for Ranger; etc).
A way that you could have it work that I just thought about is having all of the PCs be children while Level 0 and do a time skip to their adult years after a certain point or after they level up to 1, or have them be Level 0 while kids then have them become level 1 after a planned time skip at a certain point like with the Milestone level up method.
Sorry for writing a short essay to answer a simple question. Hope I cleared things up for you.
It isn't possible to change thread names, it it? -_-