CTurbo
2019-03-25, 02:52 AM
I ran a mini level 0 campaign a while back where the party was made up of "regular" people and magic was not a thing. It was just a one shot that consisted of like 3 encounters and only 2 fights, but it was a lot of fun.
I'm thinking about redoing it, but expanding on it a lot, and if successful, having it lead into a regular campaign once they hit level 1, or time jump to level 2.
I figured I'd start them out as regular people with really bad stats and a background which would include their current profession. Give them like 2 skills that make sense with that, and possibly one bonus skill of their choice. Limit them to "common" humanoids.
I was thinking about giving them an array of 12, 12, 10, 10, 8, 8 or something similar. Maybe 13, 12, 11, 9, 8, 7
Instead of awarding XP during level 0 encounters, I'd award stat points. Probably +1 to any stat for minor accomplishments and +2(or +1, +1) for bigger accomplishments.
I'd make everybody make 2 character sheets. One level 1 character on how they want it to look at level 1, and then a level 0 sheet that won't really have a class, but would be where they start, and they would work to build their character into how they intend it to be at level 1. They would literally have to choose a class, and then explain how they got to be that class. I would incorporate it into the story, and possibly throw in a time jump right before beginning the real campaign.
So since everybody will know which class they want their character to end up taking, I figured I could throw in like 1 feature from the class for them to have. This is the part that I need the most help with. Some classes are easier than others.
Barbarian. Maybe the guy is just bigger and stronger than normal and has a temper. I could give him a minor version of rage. Maybe when he gets really mad, bludgeoning, slashing and piercing damage is reduced by 1 or 2. Or maybe his Str temporarily increases +2 when he gets really mad.
Fighter. Maybe he is an officer or guard. He has experience in hostile situations. I'd probably let him choose a fighting style. Probably NOT archery. He would probably get shield and all melee weapon proficiency.
Paladin. Similar to fighter but with a religious twist. Probably the only other one that would be able to use a shield or any weapon. Not sure what other feature they could start with.
Ranger. This guy is a literal hunter/tracker. He'd be the only person proficient with bows and crossbows. I could probably just give him Natural Explorer to start. (ironically I see him being the most powerful choice in a level 0 campaign.
Rogue. This guy is probably a criminal or at least dabbles in "grey" activities. I could give him the ability to pick a lock(maybe nobody else CAN do that at all), and possibly an extra skill. Maybe expertise in one skill. I doubt I would give him sneak attack damage. If so, it would be a single d4 and be hard to pull off.
Monk. This guy is probably a brawler. Likes to get into fist fights. Just a tough guy in general, but not huge and strong like the Barbarian. I could give him Martial Arts OR unarmored Defense. I think a 1d4 is too strong at level 0 though. I'd probably make it a 1d2 to start. I'd have to see. I'd make sure it's balanced with the other guys.
Cleric. This guy is either a clergyman or doctor. Really not sure what to give him to start. A healer's kit? Maybe the Medicine skill.
Wizard. This guy is probably a teacher or inventor. Probably THE smartest person in town. Not sure what feature to give him to start. Maybe the ability to make some basic potions? Simple stuff like poison, acid, things that blow up, etc... lol. Keep in mind magic is not a thing yet.
Bard. This one is easy. He's a musician and loves to hear himself talk. I could see allowing him to have Inspiration Dice(one per Cha, but remember Cha will be really low). Maybe one extra skill.
Druid. This is where it gets hard. I guess he's a hippy? Maybe loves animals? Not sure what feature to give him. Maybe some animal handling bonus and.or bonuses to nature related stuff?
Sorcerer/Warlock. I'm totally lost here too. Magic is not a thing. They are really charismatic though so maybe they are just really well liked and popular? Maybe I give them some bonuses to social related stuff?
I want everybody to be useful and have their role to play and have something to offer the group. I'm ok with the future wizard guy being useless in a fight if he was able to provide the group with useful things used in the fight. I'm ok with the Sorcerer/Warlock to be nearly useless in a Fight is they steal the show in social encounters. I'm ok with the melee guys and Ranger being nearly useless outside of combat if they are pulling all the weight killing things. Just not sure what to do if somebody chooses Druid lol.
Anyway, I was thinking maybe there is a portal that gets opened up and stuff(including magic) slowly starts creeping in, and the group will be tasked to figure out what and why and stop it. This is when the casters really start to shine as the sorcerer's innate magical ability starts to show itself, the warlock makes his pact, the Cleric's god speaks to them for the first time, the wizard finds some scrolls(and eventually a teacher) to read and learn some basic spells from, etc...
Other tidbits...
Magic and monsters do not exist in this world... yet.
Weapons are not commonly carried by regular people. Only law enforcement and business owners carry anything and even those are simple things like hand crossbow and club. A dagger is probably a thing, but other bigger swords are not.
A farmer would be proficient in a sickle. A smith would be proficient with a mace like weapon and light hammer. A lumber jack would be proficient with a handaxe and two handed wood cutting axe. Proficiency bonus would still be +2.
Hit points would be 10+ double Con mod.
Healing would be REALLY slow. I was thinking you would gain 1+Con mod hp per long rest, and possibly 1 or 2 hp if you see a doctor and get treated for injuries. This would make combat really challenging and players would have to take an extremely cautious approach.
All 1 handed weapons would probably be a d4 and all "heavy" 2 handed weapons would be a d8. The only weapons I can think of off the top of my head that would even exist to start would be a greatclub and wood cutting axe. Something "versatile" like a quarterstaff or mace would be d4 in one hand or d6 in two. Hand crossbow would be d4, longbow would be d6. This is strictly for level 0 and would go back to normal at level 1.
Opinions? Anything I've missed or anything I could do better? Definitely going for gritty realism here.
I'm thinking about redoing it, but expanding on it a lot, and if successful, having it lead into a regular campaign once they hit level 1, or time jump to level 2.
I figured I'd start them out as regular people with really bad stats and a background which would include their current profession. Give them like 2 skills that make sense with that, and possibly one bonus skill of their choice. Limit them to "common" humanoids.
I was thinking about giving them an array of 12, 12, 10, 10, 8, 8 or something similar. Maybe 13, 12, 11, 9, 8, 7
Instead of awarding XP during level 0 encounters, I'd award stat points. Probably +1 to any stat for minor accomplishments and +2(or +1, +1) for bigger accomplishments.
I'd make everybody make 2 character sheets. One level 1 character on how they want it to look at level 1, and then a level 0 sheet that won't really have a class, but would be where they start, and they would work to build their character into how they intend it to be at level 1. They would literally have to choose a class, and then explain how they got to be that class. I would incorporate it into the story, and possibly throw in a time jump right before beginning the real campaign.
So since everybody will know which class they want their character to end up taking, I figured I could throw in like 1 feature from the class for them to have. This is the part that I need the most help with. Some classes are easier than others.
Barbarian. Maybe the guy is just bigger and stronger than normal and has a temper. I could give him a minor version of rage. Maybe when he gets really mad, bludgeoning, slashing and piercing damage is reduced by 1 or 2. Or maybe his Str temporarily increases +2 when he gets really mad.
Fighter. Maybe he is an officer or guard. He has experience in hostile situations. I'd probably let him choose a fighting style. Probably NOT archery. He would probably get shield and all melee weapon proficiency.
Paladin. Similar to fighter but with a religious twist. Probably the only other one that would be able to use a shield or any weapon. Not sure what other feature they could start with.
Ranger. This guy is a literal hunter/tracker. He'd be the only person proficient with bows and crossbows. I could probably just give him Natural Explorer to start. (ironically I see him being the most powerful choice in a level 0 campaign.
Rogue. This guy is probably a criminal or at least dabbles in "grey" activities. I could give him the ability to pick a lock(maybe nobody else CAN do that at all), and possibly an extra skill. Maybe expertise in one skill. I doubt I would give him sneak attack damage. If so, it would be a single d4 and be hard to pull off.
Monk. This guy is probably a brawler. Likes to get into fist fights. Just a tough guy in general, but not huge and strong like the Barbarian. I could give him Martial Arts OR unarmored Defense. I think a 1d4 is too strong at level 0 though. I'd probably make it a 1d2 to start. I'd have to see. I'd make sure it's balanced with the other guys.
Cleric. This guy is either a clergyman or doctor. Really not sure what to give him to start. A healer's kit? Maybe the Medicine skill.
Wizard. This guy is probably a teacher or inventor. Probably THE smartest person in town. Not sure what feature to give him to start. Maybe the ability to make some basic potions? Simple stuff like poison, acid, things that blow up, etc... lol. Keep in mind magic is not a thing yet.
Bard. This one is easy. He's a musician and loves to hear himself talk. I could see allowing him to have Inspiration Dice(one per Cha, but remember Cha will be really low). Maybe one extra skill.
Druid. This is where it gets hard. I guess he's a hippy? Maybe loves animals? Not sure what feature to give him. Maybe some animal handling bonus and.or bonuses to nature related stuff?
Sorcerer/Warlock. I'm totally lost here too. Magic is not a thing. They are really charismatic though so maybe they are just really well liked and popular? Maybe I give them some bonuses to social related stuff?
I want everybody to be useful and have their role to play and have something to offer the group. I'm ok with the future wizard guy being useless in a fight if he was able to provide the group with useful things used in the fight. I'm ok with the Sorcerer/Warlock to be nearly useless in a Fight is they steal the show in social encounters. I'm ok with the melee guys and Ranger being nearly useless outside of combat if they are pulling all the weight killing things. Just not sure what to do if somebody chooses Druid lol.
Anyway, I was thinking maybe there is a portal that gets opened up and stuff(including magic) slowly starts creeping in, and the group will be tasked to figure out what and why and stop it. This is when the casters really start to shine as the sorcerer's innate magical ability starts to show itself, the warlock makes his pact, the Cleric's god speaks to them for the first time, the wizard finds some scrolls(and eventually a teacher) to read and learn some basic spells from, etc...
Other tidbits...
Magic and monsters do not exist in this world... yet.
Weapons are not commonly carried by regular people. Only law enforcement and business owners carry anything and even those are simple things like hand crossbow and club. A dagger is probably a thing, but other bigger swords are not.
A farmer would be proficient in a sickle. A smith would be proficient with a mace like weapon and light hammer. A lumber jack would be proficient with a handaxe and two handed wood cutting axe. Proficiency bonus would still be +2.
Hit points would be 10+ double Con mod.
Healing would be REALLY slow. I was thinking you would gain 1+Con mod hp per long rest, and possibly 1 or 2 hp if you see a doctor and get treated for injuries. This would make combat really challenging and players would have to take an extremely cautious approach.
All 1 handed weapons would probably be a d4 and all "heavy" 2 handed weapons would be a d8. The only weapons I can think of off the top of my head that would even exist to start would be a greatclub and wood cutting axe. Something "versatile" like a quarterstaff or mace would be d4 in one hand or d6 in two. Hand crossbow would be d4, longbow would be d6. This is strictly for level 0 and would go back to normal at level 1.
Opinions? Anything I've missed or anything I could do better? Definitely going for gritty realism here.