I really enjoy running Session 0 and level 1 starts. Actually, my favorite and preferred start is at level 0 where players can organically grow/create their characters as they play. Even for veteran players I start at 0 because I can easily fast forward the already very quick beginning levels as needed. There's just something magical about that immediate sense of character growth as you start from absolutely nothing.
Level 1, but in individual 1on1 sessions in the characters' pasts. Get them on a track with a goal that the group will be teaming up for once they come together, then timeskip up for first session to lvl 3, a year or so later when the players are coming together with some experience already under their belt. They will have a little bit of experience with their character individually, as well as begin forming a goal, desire, form of play, etc. that they will be bringing to the first real session. Helps with mentally visualizing the progression of the character without taking group time to flesh out individual character origin stories. Sort of a session 0.5 after they've already met as a group to decide what they will be doing in the group, but letting them craft their own prologue to that story individually through play rather than entirely mentally. Th
Level 2, recently on a Q&A Matt Mercer came up with a great point about level 2. It is not the one hit you're dead of level one, but for most classes it is simple enough for new players. For experienced players, it is good place to start if you haven't nailed down the concept of your character yet as most classes get their specialization at level 3. It allows for roleplaying and the chance to change your mind about the archetype you want if the ingame decisions lead to it. For your new PCs, it will allow them to have a bit of fun without suffering the shitstorm that is level 1.
I always start players at level 1 when beginning a new campaign. Mostly because I tend to fly by the seat of my pants and not really plan too much ahead. I have a vague idea about what the world is and what might be going on, but I end up allowing the players to tell me where this story is going even if they don't realize it.
Starting them at 1st level allows them to get their feet wet in the basic class features as well as set the stage for whatever the story will actually be. This also gives them the opportunity to better select their respective class paths at 3rd level by figuring out where the parties weaknesses or strengths might be. The rogue may initially want to be an assasin but by 3rd level find it more useful to be an arcane trickster or thief depending on how they set the campaign.
Of course, this is just how I run it. And I completely see the point of starting at 3rd level. That's where the classes really get into the meat of their cool abilities.
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To be honest with a little dm fudging there is no major difference between level one and two. As long as a dm makes sure that most of the monsters have a d6 weapon and at most a +1 bonus you don't even have to fudge anything. That should mean on average every class will live two rounds.
Level 2 doesn't really change this, (if you go with average hp. Rolling moves it all over the place). As most PCs will probably last about two rounds (maybe three if they are lucky) given the damage monsters around that CR do. If
So level 2 is only better if the dm doesn't plan accordingly with level 1.
You don't even have to do combat or damaging encounters to get the xp required to get to 2nd and 3rd levels. There are so many ways to earn xp and so many types of encounters, character death shouldn't be a problem.
You don't even have to do combat or damaging encounters to get the xp required to get to 2nd and 3rd levels. There are so many ways to earn xp and so many types of encounters, character death shouldn't be a problem.
I agree. Mysteries are an excellent example of this.
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"For every moment of truth, there's confusion in life."
I am an old school D&D player, but i have not played in ages. I was wondering what do all the old school players who have previous characters with years of experience do? If we are interested in playing again do we need to trash our old characters and start off brand spanking new? Or are there some leagues that allow old players to continue using their old characters?
Our group recently started playing through Princes of the Apocalypse. I started them all out with level 1 characters to give them some levels to explore around Red Larch before really getting into the main story line. To compensate for the squishiness of 1 - 3 we'll be using the Healing Surge action rules until they hit level 4. It's a little weird only using the rule for a few levels, but everyone seems pretty happy with it.
I'd say base it off your story. Does it require weathered veterans of adventure or random nobodies realizing their potential and stepping up to the plate? More often than not I try to start most of my games with new players as the latter. Not to mention so long as you pick monsters correlating with the players levels it should be a challenge nonetheless. If the character does encounter something too challenging and dies that's not necessarily a bad thing, it an be a learning experience without losing too much progress.
I personally think starting your players at level one can be good but challenging to a knew dm because there are not very many low-level monsters that are interesting to them. When I started playing D&D I was the dm and I started my players at level 3 because that's when you can do so much more with the adventure also I usually only played with one at a time so level one was basically impossible.
I like to start new players at level 1 so that they have a chance to fall in love with the game without getting overwhelmed by complicated abilities and spells.
I like to start seasoned players at level 1 because I can make it very challenging to stay alive.
Don't just give it away. Make your player's character come to life. It doesn't need to be just level 2 for a druid, as a DM you can make it "you find an elder druid in the forest and he trains you how to shape into certain beast." The elder druid then makes you search out for "rats, cats, etc" and helps you learn how to shape change. A player will love this done right. Don't make it about levels, each spell or special class feature can be an opportunity to delight the player. Look at what you can do to make the player's journey more rewarding other than killing mobs. Every level is an opportunity to create a wonderful experience with your players.
The book and rules are a great guide towards an epic adventure but the DM can really make the biggest difference by using your imagination and creating interesting hooks for plots, quests or even getting a level 1 spell and working it to the fullest.
For new players, level 1. It's the DM's job to go easy on them and not kill them. let them ease into the game, and also experience leveling up. Levels 1 and 2 go by quickly. Let the players enjoy them and enjoy their characters growth.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Brand new spanking players? Level 1 usually. I have done a level 2 start couple of times, when I wanted a group to hit the ground running hard and fast. Not for health reasons, but to not stop and pick abilities and spells, and then let them hit 3 at the "normal" time. Keep action going, rather than halting when they crossed a milestone.
Vets? I say level 3. Most seasoned players know what they want to do anyway. That, and the low level monsters don't really get me excited; dm or player wise.
Different case: New DM. Level 1. Running the game for the first time, it helps to reduce complexity so they can get a feel for the ropes.
I did an introductory campaign for new players a while back where I started everyone at level 1, with 299 XP. It basically made the first encounter the tutorial level, and then they hit level 2 immediately and got a taste for how level progression changes how you play. Worked pretty well.
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I really enjoy running Session 0 and level 1 starts. Actually, my favorite and preferred start is at level 0 where players can organically grow/create their characters as they play. Even for veteran players I start at 0 because I can easily fast forward the already very quick beginning levels as needed. There's just something magical about that immediate sense of character growth as you start from absolutely nothing.
Level 1, but in individual 1on1 sessions in the characters' pasts. Get them on a track with a goal that the group will be teaming up for once they come together, then timeskip up for first session to lvl 3, a year or so later when the players are coming together with some experience already under their belt. They will have a little bit of experience with their character individually, as well as begin forming a goal, desire, form of play, etc. that they will be bringing to the first real session. Helps with mentally visualizing the progression of the character without taking group time to flesh out individual character origin stories. Sort of a session 0.5 after they've already met as a group to decide what they will be doing in the group, but letting them craft their own prologue to that story individually through play rather than entirely mentally. Th
Level 2, recently on a Q&A Matt Mercer came up with a great point about level 2. It is not the one hit you're dead of level one, but for most classes it is simple enough for new players. For experienced players, it is good place to start if you haven't nailed down the concept of your character yet as most classes get their specialization at level 3. It allows for roleplaying and the chance to change your mind about the archetype you want if the ingame decisions lead to it. For your new PCs, it will allow them to have a bit of fun without suffering the shitstorm that is level 1.
I always start players at level 1 when beginning a new campaign. Mostly because I tend to fly by the seat of my pants and not really plan too much ahead. I have a vague idea about what the world is and what might be going on, but I end up allowing the players to tell me where this story is going even if they don't realize it.
Starting them at 1st level allows them to get their feet wet in the basic class features as well as set the stage for whatever the story will actually be. This also gives them the opportunity to better select their respective class paths at 3rd level by figuring out where the parties weaknesses or strengths might be. The rogue may initially want to be an assasin but by 3rd level find it more useful to be an arcane trickster or thief depending on how they set the campaign.
Of course, this is just how I run it. And I completely see the point of starting at 3rd level. That's where the classes really get into the meat of their cool abilities.
Welcome to the Grand Illusion, come on in and see what's happening, pay the price, get your ticket for the show....
To be honest with a little dm fudging there is no major difference between level one and two. As long as a dm makes sure that most of the monsters have a d6 weapon and at most a +1 bonus you don't even have to fudge anything. That should mean on average every class will live two rounds.
Level 2 doesn't really change this, (if you go with average hp. Rolling moves it all over the place). As most PCs will probably last about two rounds (maybe three if they are lucky) given the damage monsters around that CR do. If
So level 2 is only better if the dm doesn't plan accordingly with level 1.
You don't even have to do combat or damaging encounters to get the xp required to get to 2nd and 3rd levels. There are so many ways to earn xp and so many types of encounters, character death shouldn't be a problem.
I am an old school D&D player, but i have not played in ages. I was wondering what do all the old school players who have previous characters with years of experience do? If we are interested in playing again do we need to trash our old characters and start off brand spanking new? Or are there some leagues that allow old players to continue using their old characters?
Our group recently started playing through Princes of the Apocalypse. I started them all out with level 1 characters to give them some levels to explore around Red Larch before really getting into the main story line. To compensate for the squishiness of 1 - 3 we'll be using the Healing Surge action rules until they hit level 4. It's a little weird only using the rule for a few levels, but everyone seems pretty happy with it.
I'd say base it off your story. Does it require weathered veterans of adventure or random nobodies realizing their potential and stepping up to the plate? More often than not I try to start most of my games with new players as the latter. Not to mention so long as you pick monsters correlating with the players levels it should be a challenge nonetheless. If the character does encounter something too challenging and dies that's not necessarily a bad thing, it an be a learning experience without losing too much progress.
I personally think starting your players at level one can be good but challenging to a knew dm because there are not very many low-level monsters that are interesting to them. When I started playing D&D I was the dm and I started my players at level 3 because that's when you can do so much more with the adventure also I usually only played with one at a time so level one was basically impossible.
I like to start new players at level 1 so that they have a chance to fall in love with the game without getting overwhelmed by complicated abilities and spells.
I like to start seasoned players at level 1 because I can make it very challenging to stay alive.
Game I'm DMing now, no choice where what stat went where, each roll went in order.
Str, Dex, Con, Int, Wis, Cha
Don't just give it away. Make your player's character come to life. It doesn't need to be just level 2 for a druid, as a DM you can make it "you find an elder druid in the forest and he trains you how to shape into certain beast." The elder druid then makes you search out for "rats, cats, etc" and helps you learn how to shape change. A player will love this done right. Don't make it about levels, each spell or special class feature can be an opportunity to delight the player. Look at what you can do to make the player's journey more rewarding other than killing mobs. Every level is an opportunity to create a wonderful experience with your players.
The book and rules are a great guide towards an epic adventure but the DM can really make the biggest difference by using your imagination and creating interesting hooks for plots, quests or even getting a level 1 spell and working it to the fullest.
For new players, level 1. It's the DM's job to go easy on them and not kill them. let them ease into the game, and also experience leveling up. Levels 1 and 2 go by quickly. Let the players enjoy them and enjoy their characters growth.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Brand new spanking players? Level 1 usually. I have done a level 2 start couple of times, when I wanted a group to hit the ground running hard and fast. Not for health reasons, but to not stop and pick abilities and spells, and then let them hit 3 at the "normal" time. Keep action going, rather than halting when they crossed a milestone.
Vets? I say level 3. Most seasoned players know what they want to do anyway. That, and the low level monsters don't really get me excited; dm or player wise.
Different case: New DM. Level 1. Running the game for the first time, it helps to reduce complexity so they can get a feel for the ropes.
I did an introductory campaign for new players a while back where I started everyone at level 1, with 299 XP. It basically made the first encounter the tutorial level, and then they hit level 2 immediately and got a taste for how level progression changes how you play. Worked pretty well.