I’m working on some characters for D&D 5E that aren’t Day One rookies; rather, they’ve had some experience out in the field already.
They’d roughly be at the level of the 2003 Teen Titans cartoon, or the Young Avengers: Still a bit rookie-ish, but with the potential for greatness.
Rough estimate: What level(s) would you recommend?
A day 1 rookie is weaker than a level 1 PC - you're describing the expected backstory of a level 1 PC. That's why e.g. Rangers are supposed to pick a favored biome at level 1 - they've spent time in that biome to learn about it.
Thing is, I’m a bit new-ish to the game. I was a Mutants and Masterminds player for years, and in that game, Levels indicated how powerful they were.
Examples: John Constantine: 8; Captain America/Deathstroke: 12; Doctor Strange: 14; Trigon: X.
The way I picture the crew, they’ve been working together for a while (in television terms, they’re nearly done with Season 2). As well as having had a couple of solo adventures beforehand.
If the players are new, I’d still start at level 1. That will give them, and you, time to learn the basics of how their characters work, and gradually layer on new powers and spells. It’s easy enough to rp them having known each other for a while. As for why they still have 0 xp, it’s because they do. You say that once at the start of the first session (or during session 0) and people will get over it fast enough. It’s a game, don’t overthink it. Otherwise, level 3 is a good starting point. Everyone has their subclass, but they haven’t started getting real power yet.
Levels 1, 3 and 5 are best, if you're doing a one-shot, you can go pretty high as well if your players know how to handle high-level encounters with high-level characters.
The way I did it was run a session zero for half the group at a time at level 1. So both groups are heading to the place they'll join up, and encounter something pretty quick and fun on the way. Did a small-group game - 2 players in one session, 3 players in the other, giving time to help with rules etc.
Level up to 2.
Session 2 they get together and get in a cool team fight, shake hands, realise they have (BY AMAZING COINCIDENCE) a reason to travel together.
Level up to 3.
From session 3 onwards, levelling up slows a lot - level 4 in two more session, and level 5 in three. Take it as it comes after that. It's still a quick ramp up to decent abilities, but hopefully not too overwhelming.
---
In general, though, I think level 3 is where classes get flavourful and tough enough to take a few unlucky dice rolls. If you need a not-level-1 level to start at, I think 3 is good.
What level you start at is an ooc decision. A level 1 fighter with a soldier background has clearly seen some combat, a level 1 wizard can cast spells; level 1 characters are not commoners.
As an experienced player I find level 1 and 2 a bit boring as the options available are very limited, so if everyone has played before level 3 can be a good starting point (though I know experianced players who like to start level 1).
This almost sounds like you're writing a book/story and not planning to play DnD - which is cool if so, but just want to have the context to be able to help properly. Will you be DM or a player? Or are these more of a thought experiment/characters that are on reserve?
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
I don't know if I'd start later than 5th level, and probably 3rd would be my preference, so they appreixate the bump of the ASI at 4th, and the real power curve of 5th. Honestly, 1st level is basically story mode because no WAY can they get involved with things more dangerous than rats, so I prefer 2nd for starting out, even for a full on Campaign.
In all seriousness, start at level 1. Especially if you are new to 5E, but I'd give the same advice to experienced players.
Getting to level 2 should take a session, level 3 two sessions after that, level 4 three or four after that. You spend a month or two (assuming weekly games) at tier 1, getting to know your classes and abilities, before moving up to tier 2.
As an additional bonus, starting at level 1 will decrease the amount of multiclassing. *cheeky grin*
I've become fond of the idea of basically getting starting players to Level 3 on credit, as it were. They have level 3 abilities, so they're all the dedicated version of their class with some fun abilities, but they still start at 0 XP. They will play a bit longer since they have to get enough XP for 4th level before they get their first "pop". It also lets me throw some more interesting, slightly tougher early fights at them. They don't always need to cut their teeth on a handful of goblins.
I would only do this with players who have some experience though, just to make sure they understand their class abilities and how you layer new features as you level up.
Thing is, I’m a bit new-ish to the game. I was a Mutants and Masterminds player for years, and in that game, Levels indicated how powerful they were.
Examples: John Constantine: 8; Captain America/Deathstroke: 12; Doctor Strange: 14; Trigon: X.
The way I picture the crew, they’ve been working together for a while (in television terms, they’re nearly done with Season 2). As well as having had a couple of solo adventures beforehand.
Given that Constantine has bested godsand is one of the most powerful mages in all DC Comics, and could destroy Cap Murica with a simple thought - his level seems ridiculously low there. O.o
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I’m working on some characters for D&D 5E that aren’t Day One rookies; rather, they’ve had some experience out in the field already.
They’d roughly be at the level of the 2003 Teen Titans cartoon, or the Young Avengers: Still a bit rookie-ish, but with the potential for greatness.
Rough estimate: What level(s) would you recommend?
A day 1 rookie is weaker than a level 1 PC - you're describing the expected backstory of a level 1 PC. That's why e.g. Rangers are supposed to pick a favored biome at level 1 - they've spent time in that biome to learn about it.
Thing is, I’m a bit new-ish to the game. I was a Mutants and Masterminds player for years, and in that game, Levels indicated how powerful they were.
Examples: John Constantine: 8; Captain America/Deathstroke: 12; Doctor Strange: 14; Trigon: X.
The way I picture the crew, they’ve been working together for a while (in television terms, they’re nearly done with Season 2). As well as having had a couple of solo adventures beforehand.
If the players are new, I’d still start at level 1. That will give them, and you, time to learn the basics of how their characters work, and gradually layer on new powers and spells. It’s easy enough to rp them having known each other for a while. As for why they still have 0 xp, it’s because they do. You say that once at the start of the first session (or during session 0) and people will get over it fast enough. It’s a game, don’t overthink it.
Otherwise, level 3 is a good starting point. Everyone has their subclass, but they haven’t started getting real power yet.
I'd start them between level 1-3
Levels 1, 3 and 5 are best, if you're doing a one-shot, you can go pretty high as well if your players know how to handle high-level encounters with high-level characters.
Homebrew: Creatures | Magic Items | Races | Spells | Subclasses
The way I did it was run a session zero for half the group at a time at level 1. So both groups are heading to the place they'll join up, and encounter something pretty quick and fun on the way. Did a small-group game - 2 players in one session, 3 players in the other, giving time to help with rules etc.
Level up to 2.
Session 2 they get together and get in a cool team fight, shake hands, realise they have (BY AMAZING COINCIDENCE) a reason to travel together.
Level up to 3.
From session 3 onwards, levelling up slows a lot - level 4 in two more session, and level 5 in three. Take it as it comes after that. It's still a quick ramp up to decent abilities, but hopefully not too overwhelming.
---
In general, though, I think level 3 is where classes get flavourful and tough enough to take a few unlucky dice rolls. If you need a not-level-1 level to start at, I think 3 is good.
What level you start at is an ooc decision. A level 1 fighter with a soldier background has clearly seen some combat, a level 1 wizard can cast spells; level 1 characters are not commoners.
As an experienced player I find level 1 and 2 a bit boring as the options available are very limited, so if everyone has played before level 3 can be a good starting point (though I know experianced players who like to start level 1).
This almost sounds like you're writing a book/story and not planning to play DnD - which is cool if so, but just want to have the context to be able to help properly. Will you be DM or a player? Or are these more of a thought experiment/characters that are on reserve?
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
I don't know if I'd start later than 5th level, and probably 3rd would be my preference, so they appreixate the bump of the ASI at 4th, and the real power curve of 5th. Honestly, 1st level is basically story mode because no WAY can they get involved with things more dangerous than rats, so I prefer 2nd for starting out, even for a full on Campaign.
In all seriousness, start at level 1. Especially if you are new to 5E, but I'd give the same advice to experienced players.
Getting to level 2 should take a session, level 3 two sessions after that, level 4 three or four after that. You spend a month or two (assuming weekly games) at tier 1, getting to know your classes and abilities, before moving up to tier 2.
As an additional bonus, starting at level 1 will decrease the amount of multiclassing. *cheeky grin*
I've become fond of the idea of basically getting starting players to Level 3 on credit, as it were. They have level 3 abilities, so they're all the dedicated version of their class with some fun abilities, but they still start at 0 XP. They will play a bit longer since they have to get enough XP for 4th level before they get their first "pop". It also lets me throw some more interesting, slightly tougher early fights at them. They don't always need to cut their teeth on a handful of goblins.
I would only do this with players who have some experience though, just to make sure they understand their class abilities and how you layer new features as you level up.
Given that Constantine has bested gods and is one of the most powerful mages in all DC Comics, and could destroy Cap Murica with a simple thought - his level seems ridiculously low there. O.o
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.