balistafreak
2010-04-22, 08:18 PM
Even though I'm already up to my ears DMing another campaign...
Well, actually, that's wrong. I was inspired by my current campaign.
Everyone's aware of the inherent rocket tag at the opening first few levels, where getting critted by a greataxe can take you from full to dead before you can say "jackknife" and casters have to hold their one spell very, very close to their chest. I had to shrug and say to my (1st level) players at least three times, "Normally you would be dead right now, but I hate beginning level random death, so you're at -1 instead."
This made me very unhappy.
Now, I've thought long and hard about where I wanted to put my players at the end: 6th level as the sweet spot, very slowly climbing up to 10th level as the world's version of "epic". Basically, the world's high fantasy with the occasional Wuxia superman.
Next, I want to make the players feel as if they're special. Not DM-fiat special, not overpowered-houserule special, just special. At the same time, I really wanted to confirm that they weren't starting out as supermen, just somewhat better than average. But not "apprentice-to-a-hero" better-than-average, which is what I feel a standard 1st level character is. They've seen and learned a lot of life, far more than most their age have.
The whole point? Start them as Commoner6.
Assume that in our (non-Tippy) universe, the vast majority of people are Commoner1s. A Commoner6 has a PC-class-esque step above these people.
Where Commoner1s have +0 BAB and saves, our Commoner PCs have +3 and +2, respectively. This is huge at ECL1. The (future) fighter with a +2 Strength modifier now hits AC 15 on 11+, not 14+, which is a massive boost. A DC 12 save (say a 1st level Color Spray) is now resisted on 8+, not 10+, assuming the same +2 attribute modifier. That's a 20% improvement, which is sufficent to make a character heroic by Commoner standards.
You're also ridiculously tough by Commoner1 standards, six Hit Dice having obvious advantages over one. A Commoner1 has 2.5 HP on average, maybe 3.5 on a good day with a +1 Constitution modifier. The average hit from a shortsword wielded by a +1 Strength fighter will take him "dying". Our Commoner6 PC has 16.5 HP on average (don't forget PCs also get full health from the first Hit Die), getting an additional +6 from each point of Constitution modifier. (A problem with this system might be an overemphasis on the benefits of positive Constitution. Hmmm.)
Now, to keep one part of this simple, all skill-points and feats assumed to be spent in non-PC, non-relevant skills. (Craft (basketweaving) comes to mind.) But still remember that you'll have 5 ranks over the heads of your brethren, making you a exemplar of your chosen field. For example, a Commoner1 with 4 ranks can get DC 14 taking 10, which is just shy of making "high quality items" (things like bells, DC 15). Yet our PC, adding his five ranks and most likely some sort of stat modifier, can hit "complex or superior item" (things like locks, DC 20) and make masterwork components (DC 20).
As for "levelling up", you don't. Instead, you swap a level of Commoner for whatever level you're taking, becoming a Class1/Commoner5 and so on. Instead of levels feeling tacked on and a bit unwieldly, there's a feeling of true, natural growth. When you take a level of Wizard, you don't get tougher, but you get a spell-list. When you take a level of Fighter, suddenly you get more than twice as tough for that level (5.5 HP average vs 2.5) and your ability to hit things doubles for that level as well (1 BAB vs 0.5). Put the skillpoints into actual adventurer abilities and take your feats where applicable.
Whereas a Commoner1 might (rightfully) shy away from a Warrior1 soldier or Adept1 village elder, a Commoner6 can blow them off with relative ease. Even when the Fighter2 sergeant threatens to make a scene, the Commoner6 can still hope to punch him in the face. Probably the biggest boon I see is negating HD-dependent spells: when the scoundrel Bard1 tries to Daze (4HD or lower) or the aspiring necromancer Wizard1 tries to make him run away in Fear (5HD or lower), our Commoner6 will blink - and punch him in the face.
Now in gameplay terms, what do you guys think? I'd normally spend another hour developing my ideas, but instead I need to go do Calculus work, so yeah. I think I've uncovered a gem here, and don't want to see it fall away without any love.
Well, actually, that's wrong. I was inspired by my current campaign.
Everyone's aware of the inherent rocket tag at the opening first few levels, where getting critted by a greataxe can take you from full to dead before you can say "jackknife" and casters have to hold their one spell very, very close to their chest. I had to shrug and say to my (1st level) players at least three times, "Normally you would be dead right now, but I hate beginning level random death, so you're at -1 instead."
This made me very unhappy.
Now, I've thought long and hard about where I wanted to put my players at the end: 6th level as the sweet spot, very slowly climbing up to 10th level as the world's version of "epic". Basically, the world's high fantasy with the occasional Wuxia superman.
Next, I want to make the players feel as if they're special. Not DM-fiat special, not overpowered-houserule special, just special. At the same time, I really wanted to confirm that they weren't starting out as supermen, just somewhat better than average. But not "apprentice-to-a-hero" better-than-average, which is what I feel a standard 1st level character is. They've seen and learned a lot of life, far more than most their age have.
The whole point? Start them as Commoner6.
Assume that in our (non-Tippy) universe, the vast majority of people are Commoner1s. A Commoner6 has a PC-class-esque step above these people.
Where Commoner1s have +0 BAB and saves, our Commoner PCs have +3 and +2, respectively. This is huge at ECL1. The (future) fighter with a +2 Strength modifier now hits AC 15 on 11+, not 14+, which is a massive boost. A DC 12 save (say a 1st level Color Spray) is now resisted on 8+, not 10+, assuming the same +2 attribute modifier. That's a 20% improvement, which is sufficent to make a character heroic by Commoner standards.
You're also ridiculously tough by Commoner1 standards, six Hit Dice having obvious advantages over one. A Commoner1 has 2.5 HP on average, maybe 3.5 on a good day with a +1 Constitution modifier. The average hit from a shortsword wielded by a +1 Strength fighter will take him "dying". Our Commoner6 PC has 16.5 HP on average (don't forget PCs also get full health from the first Hit Die), getting an additional +6 from each point of Constitution modifier. (A problem with this system might be an overemphasis on the benefits of positive Constitution. Hmmm.)
Now, to keep one part of this simple, all skill-points and feats assumed to be spent in non-PC, non-relevant skills. (Craft (basketweaving) comes to mind.) But still remember that you'll have 5 ranks over the heads of your brethren, making you a exemplar of your chosen field. For example, a Commoner1 with 4 ranks can get DC 14 taking 10, which is just shy of making "high quality items" (things like bells, DC 15). Yet our PC, adding his five ranks and most likely some sort of stat modifier, can hit "complex or superior item" (things like locks, DC 20) and make masterwork components (DC 20).
As for "levelling up", you don't. Instead, you swap a level of Commoner for whatever level you're taking, becoming a Class1/Commoner5 and so on. Instead of levels feeling tacked on and a bit unwieldly, there's a feeling of true, natural growth. When you take a level of Wizard, you don't get tougher, but you get a spell-list. When you take a level of Fighter, suddenly you get more than twice as tough for that level (5.5 HP average vs 2.5) and your ability to hit things doubles for that level as well (1 BAB vs 0.5). Put the skillpoints into actual adventurer abilities and take your feats where applicable.
Whereas a Commoner1 might (rightfully) shy away from a Warrior1 soldier or Adept1 village elder, a Commoner6 can blow them off with relative ease. Even when the Fighter2 sergeant threatens to make a scene, the Commoner6 can still hope to punch him in the face. Probably the biggest boon I see is negating HD-dependent spells: when the scoundrel Bard1 tries to Daze (4HD or lower) or the aspiring necromancer Wizard1 tries to make him run away in Fear (5HD or lower), our Commoner6 will blink - and punch him in the face.
Now in gameplay terms, what do you guys think? I'd normally spend another hour developing my ideas, but instead I need to go do Calculus work, so yeah. I think I've uncovered a gem here, and don't want to see it fall away without any love.