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D&D 3E
New Campaign 
14th-Mar-2006 11:40 am
Well my group I play with has gotten to the point where they want me to make a campaign to where their character's tranfer over to the next campaign I would design. Now they have played 2 so far with me but I was asked to make on where they could continue on with their characters once one story was over. So I got thinking and told them I had an idea to where they would play their characters from the start of adulthood on. Which means they will take their characters from their coming of age to as far as they can. I plan to first start them off and apprentices to a group of adventurers who will train them in a specific class, once they have attained enough knowledge they will become level one of that class.

Rules:
-Race, Gender, and Social Status all decided by dice rolls (group approved this)
-Everyone must think of a background for their characters (they want me to do this they are going to have to think too lol)
-Alignment starts off as Neutral, the actions they taken through their lives will change said Alignment.
-Characters become level 1 when their mentor deems them experienced enough to travle on their own.

Now I had them roll 3D6 for their stats and I was amased that nobody scored over a 15 on anything, now for a few people they don't care to have average characters because they know I always add items and such to make them stronger in the game. But there is always that few who don't like it because their lowest score isn't a 16, but I explained to them that it makes sense, they aren't trained in any art yet so how would their stats be so high seeing as how they have not yet lifted a weapon or cast a single spell, let alone explore a dungeon.

Hopefully this turns out good :).
Comments 
14th-Mar-2006 07:59 pm (UTC)
I like the development you have in mind..espeically the alignment thing... (btw watch that... if you think a character's alignment is one way and they disagree you better have numerous numerous examples).

But starting out Pre-level 1? I've never liked that. Good luck with it, it's just totally not my way.
14th-Mar-2006 08:04 pm (UTC)
Make sure it's the motivations for their actions that changes their alignment, not the actions themselves (since motivation is everything when it comes to alignment).

As for the 0-level play, I've never liked that. Alternatively, you could use the mentor/apprentice rules from the DMG2.
14th-Mar-2006 08:40 pm (UTC)
would love to see what those rules look like but I haven't seen anything in the DMG2 yet.
14th-Mar-2006 08:09 pm (UTC)
0th level in 1st edition was viable -- There was a whole rule set for it, and 0th level characters could get quite powerful.

That said, it wasn't a lot of fun. Who wants to play a character that can die in a stiff wind?


As for 3d6 die rolling, your odds, for any roll, of getting a 16 or better is less than 5%. The odds of any one character not getting a 16 or higher is 75%. For no one in a party of 4, the odds of not getting a single 16 is about 32%. So, about 1 time in three, using 3d6 for stats, no one in a party of 4 will have a 16 or better.


Having said that, again, who wants to play sub-optimal characters? They aren't going to get bonuses to their attributes just for getting to first level, so they're going to be stuck with their poor stats, even after they've cast plenty of spells and progressed towards competency.
14th-Mar-2006 08:40 pm (UTC)
Whole level 0 thing will maybe last 1 session if that, people I play with just all wanted to start off at 0. now with the stats I was thinking of adding a d4 points onto each stat so they have some sort of bonus or maybe give them a small amount of points for them to put into the stats.
14th-Mar-2006 09:25 pm (UTC)
Yeah, rolling 3d6 for stats pretty much guarantees that you're going to have very, very weak characters.

Also, I would consider bending the "everyone starts off as Neutral" bit to match their backgrounds and social status.
14th-Mar-2006 10:49 pm (UTC)
What, are they gonna get a stat bonus once they start fighting? I don't think it's necessarily the sword that makes the kid strong, but it's the strong kid that chooses the sword.
14th-Mar-2006 11:50 pm (UTC)
I like it. I think its a nice change of pace from the games that I've seen run recently.

I don't see your argument that people would have low base stats just because they of a low level (unless you are thinking of introducing an increased rate of stat increase). But at the same time, I think potentially weaker chatacters, with the stats placed where they land fits well with your semi-randomised/shaped-by-play approach.

Its similar to ideas I've tried to run with before. All I can say is have fun, and keep your eye on the players who join in dispite getting pissy about playing weak characters already.
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