Origomar
2012-10-11, 02:04 PM
I was thinking of making a campaign based around being in a city, and the entire campaign would be about what is taking place in the city.(im actually not sure how that is relevant)
The people i play with really don't know the dnd system that well, and more often than not im making their characters for them anyway so i was thinking of just having a few character concepts premade. ofc id talk to them about what they would be getting ahead of time, im not going to force them to play something they dislike, but their backstory and everything would probably be pretty definite.
I want to make it so that they start out at a reasonable level(like 6-10), and they just don't level up. I figured this would make things a lot easier to balance, and i plan on the campaign having a finite end(unlike most of the ones we play with little or no plot lol)
My only issue is im not entirely sure how important it is for them to see their character growing. It just seems like to me we(mainly me) always spend a ton of time dealing with leveling characters because they don't know how to easily.
It would be more or less, i deal with all the numbers ahead of time, and they just deal with what they want to do in the game.
How could i fix the issue if they enjoy seeing their character get stronger. I was thinking either just let them get better and better magic items, or just having it to where they level up at the end of every session(regardless of what actually happened/what they fought)
I figured also solve an issue where if someone wanted to be a character concept that isn't really optimal power level wise, it wouldn't matter because i could make them whatever level i wanted in comparison to the other players to level the playing field.
The people i play with really don't know the dnd system that well, and more often than not im making their characters for them anyway so i was thinking of just having a few character concepts premade. ofc id talk to them about what they would be getting ahead of time, im not going to force them to play something they dislike, but their backstory and everything would probably be pretty definite.
I want to make it so that they start out at a reasonable level(like 6-10), and they just don't level up. I figured this would make things a lot easier to balance, and i plan on the campaign having a finite end(unlike most of the ones we play with little or no plot lol)
My only issue is im not entirely sure how important it is for them to see their character growing. It just seems like to me we(mainly me) always spend a ton of time dealing with leveling characters because they don't know how to easily.
It would be more or less, i deal with all the numbers ahead of time, and they just deal with what they want to do in the game.
How could i fix the issue if they enjoy seeing their character get stronger. I was thinking either just let them get better and better magic items, or just having it to where they level up at the end of every session(regardless of what actually happened/what they fought)
I figured also solve an issue where if someone wanted to be a character concept that isn't really optimal power level wise, it wouldn't matter because i could make them whatever level i wanted in comparison to the other players to level the playing field.