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Greywander
2019-07-02, 06:52 PM
I had it on my mind to lay out some rules for 0th level characters. This can be good for if you want to start off as not-adventurers, i.e. commoners, who are forced to take up an adventuring life, or even just for a one-shot where the village doesn't have time to seek out and hire an adventuring party. It can be interesting to see what it would be like to run an adventure with characters who aren't adventurers, and how much more difficult a quest can become.

Here's the link to the Google doc:
https://docs.google.com/document/d/1FIwkhqG7hx0JCZbr_nQOrVi_OWJRq3CD6uTKSSKbVm8/edit?usp=sharing

TL;DR version:

Ability scores:

3d6 in order.
Reroll one.
Switch two.

When you reach 1st level, all your ability scores increase by 1.

Pick a race and background as normal. You only start with your background's equipment, since you don't have a class.

Your proficiency bonus is +2. HP is 6 + CON mod, and your hit die is a d6. By default, characters are not proficient with unarmed strikes.

Choose from 3 pre-classes:

Warrior - Proficiency with light armor, simple weapons, and unarmed strikes. HP is 8 + CON mod and hit die is d8.
Expert - One extra skill proficiency, and start with extra equipment (20 gp, a shortsword, a tool, and an item like a shovel or crowbar).
Caster - One cantrip and one 1st level spell. The 1st level spell may be cast once per long rest.

At the end of the doc, I have a list of tips that boils down to encouraging a Combat as War approach, as 0th level characters couldn't even measure up to a goblin in Combat as Sport. Fight smarter, not harder. Also, clubs are super cheap and can be dual-wielded.

Is this something that people might be interested in trying out?

Arcangel4774
2019-07-03, 02:58 AM
The stats seem a bit low. 3d6 is great for level 0, but not quite enough for level 1. Even with the +1 across the board youll end up behind. Perhaps on top add some stats based on your pre-class?

Greywander
2019-07-03, 03:56 AM
You might be right. I think it's fine at 0th level (low stats make sense, since you're not an adventurer yet), but at 20th level your stats will be lower than what we would expect for epic level adventurers. You could also adapt to playing with lower ability scores, though I can understand many people not being too keen on that.

I think the solution here would be for the DM to hand out extra ASIs as quest rewards. Obviously, that's going to be at DM discretion, so it will be heavily dependent on getting a good DM who knows when to hand them out. The only other solution I can think of would be to build more ASIs into the existing classes.

Average of 3d6 is 10.5, average of 4d6 drop the lowest is roughly 13. The +1 across the board boosts our average to 11.5, so we need to bring that average up by 1.5 points to be in line with normally rolled stats. That's 9 points, or four and a half ASIs worth.

Hmm, what about just doubling up and making an ASI grant an ASI and a feat (excluding the bonus ASIs from fighter and rogue)? I mean, ASIs are kind of boring; sure, you're stronger, but you can't really do anything new, you just do everything you already did, but a bit better. Feats are like new class features, so it means you're always getting a fun new ability and a small boost in overall power.

Although, one thing to consider is that there is a difference between average stats when rolling and average stats when you can freely allocate them, i.e. rolling higher on average isn't the same as rolling lower on average, then getting extra ASIs. When you're able to choose, you're going to optimize. That said, in normal character creation, you can allocate your rolls as you like, whereas in the method I suggest for 0th level characters, stats are rolled in order, and thus we have potentially less choice, even if we get extra ASIs.

I think it would be better for the DM to hand out free +1s as alternate rewards, but having a mechanical option is nice, too.

Maelynn
2019-07-03, 03:57 AM
I've been thinking about this ever since our party was accompanied by a young woman, who we decided to escort to the capital after her caravan was assaulted and an attempt on her life had been made. The journey to the capital was a long one, and she sometimes joined in on our adventures along the way. Slowly she evolved her commoner stats a little and is now slowly being prepped for her first class level. Your build sounds like what she could use, to eventually grow into a lvl 1 DMPC.

A few remarks.


When you reach 1st level, all your ability scores increase by 1.

If that's going to be how your stats develop, then why not do it the other way around? Create a set of stats of how one would be at level 1, and then subtract 1 from every attribute.


You only start with your background's equipment, since you don't have a class.

They already miss out on the class proficiencies. Yet you give them a +2 proficiency bonus (which I think could very well be a +1, but that aside), so you do expect them to have skills. How are they supposed to get any? I'd say background skills are something they definitely should get, because it's something they've already experienced in their past.


Caster - One cantrip and one 1st level spell. The 1st level spell may be cast once per long rest.

To me, 1st-level spells are what you need a class for. I'd be inclined to say 2-3 cantrips, nothing higher. What might make it interesting is that they can choose from any spell list, because they haven't set into a specific caster class yet. Once they reach level 1, the limitations of their class apply and they switch cantrips around if any are not on their spell list.

Greywander
2019-07-03, 04:36 AM
I've been thinking about this ever since our party was accompanied by a young woman, who we decided to escort to the capital after her caravan was assaulted and an attempt on her life had been made. The journey to the capital was a long one, and she sometimes joined in on our adventures along the way. Slowly she evolved her commoner stats a little and is now slowly being prepped for her first class level. Your build sounds like what she could use, to eventually grow into a lvl 1 DMPC.
Cool, although it sounds like this may have come a bit late for you to use. Once you reach 1st level, the 0th level rules don't really apply anymore, so they only matter before 1st level. Still, I'll be happy if someone is able to use this in some way.


If that's going to be how your stats develop, then why not do it the other way around? Create a set of stats of how one would be at level 1, and then subtract 1 from every attribute.
Arcangel4744 pointed out something to this effect, too: your stats are going to be on the low side, even after 1st level. See my reply to him on how this might be remedied.

But the reason for starting so low is that those kind of stats are what we'd expect for a commoner. Think of it this way: in standard play, it's more of a high fantasy where the heroes are much stronger than a normal person would be, whereas with 0th level characters it's more of a low fantasy that's a bit gritty, where you don't start off as superhuman. If you're doing 0th level in the first place, you're probably looking for a grittier experience anyway.

And you can just ignore the section on ability scores if you want to. That's part of the beauty of tabletop games; you can houserule anything without needing to convince the developer to change the rules for everyone.


They already miss out on the class proficiencies. Yet you give them a +2 proficiency bonus (which I think could very well be a +1, but that aside), so you do expect them to have skills. How are they supposed to get any? I'd say background skills are something they definitely should get, because it's something they've already experienced in their past.
Read the doc, I did specify that you get all the proficiencies from your race and background. The reason it's a +2 instead of a +1 is to make proficiency actually worth something, especially with their lower ability scores. With the proficiency bonus at +2, it actually matters that warriors get proficiency with simple weapons and unarmed strikes, while the other two pre-classes do not. None of them are very effective fighters, but warriors do get a slight edge. Likewise for experts getting an extra skill proficiency.


To me, 1st-level spells are what you need a class for. I'd be inclined to say 2-3 cantrips, nothing higher. What might make it interesting is that they can choose from any spell list, because they haven't set into a specific caster class yet. Once they reach level 1, the limitations of their class apply and they switch cantrips around if any are not on their spell list.
Part of the thing is, there's not a lot of cantrips, and the vast majority of them are damage cantrips. Allowing a single 1st level spell opens up what they can potentially bring to the party, but it's still fairly limiting. There's also the fact that cantrips are infinite use, so giving a second cantrip instead of a 1st level spell would allow them to get up to more shenanigans, whereas the 1st level spell only lets them do something cool once a day rather than all day every day. And, if we're thinking in terms of using this as a way to introduce new players to the game, giving both a cantrip and a 1st level spell gives them a true caster experience, where they can spam the cantrip but have to wait until the best moment to use their only spell.

It's still an upgrade when they reach 1st level, as they now have two spell slots, and can know or prepare at least two spells. Plus, some caster classes only get 2 cantrips at 1st level, and it doesn't really make sense to me for them to only have the cantrips they knew at 0th level instead of learning new ones. Giving one cantrip at 0th level means they can still choose some additional cantrips when they hit 1st level.

If you read the doc, you'll see that casters are also the only pre-class that has to choose in advance what class they're going into at 1st level. I just couldn't really think of any other way to do it. Each class has their own spell list, and uses a different spellcasting ability. I don't really like the idea of taking away abilities when they reach 1st level, so I try to insure that each pre-class only gives them something they'll get anyway when the hit 1st level. The only exception to this rule is a warrior transitioning into a monk, as monks aren't proficient with light armor, but don't really have a reason to wear it anyway.

I hope that explains some of my reasoning a bit better. I'm definitely open to ideas, as I did have some trouble in a few places. For example, I knew I wanted experts to get an extra skill, but that seemed kind of "meh" to me. Then I thought to give them extra equipment, and it seemed like a good way to make them more valuable to the party. But maybe there's something else I could have done that would be better. Casters are also kind of rough; I wish they didn't need to pick a class in advance, but there doesn't seem to be another way to do it.

Maelynn
2019-07-03, 05:48 AM
Oh, it wouldn't be for my personal use anyway, since I'm not the DM in that party. It's merely that the existence of this DMPC tagging along has got me thinking about a 0th level character and what they'd have to be decently placed in between a commoner and a 1-st level character.

---

I understand you want the stats to be lower to reflect the commoner part. However, if you look at someone who becomes an adventurer then I seriously doubt their stats suddenly jump from 10 average to stats like 14 or higher. Playing a 0th-level character already means you're better than the average commoner, since you're on the way to becoming a 1st-level. So I don't think it's really that strange to have stats that are on their way to 1st-level, but not quite there yet. If you want to keep the mechanics easy, then another option might be to give a -2 penalty to any stat that would be above 11 once they hit level 1.

Example: a random Fighter build at level 1, with in parentheses the stats this Fighter would have at level 0

STR 16 (14)
DEX 14 (12)
CON 16 (14)
INT 8 (8)
WIS 10 (10)
CHA 12 (10)

This character could be the guy in your village who's always been the strong guy who could handle his drink, who maybe helped out on the farm a lot and couldn't be beaten in a brawl. During 0th level, they hone their skills and gain the edge they need to be a decent 1st-level character.

---

I'll admit I didn't read the doc, I went with what you stated in your post. Now I see that you meant 'no other equipment' rather than 'only equipment and nothing else'. If I have some more time later I might take a look, right now I'm already deviating from my own research enough as it is. ^^'

---

I understand your reasoning, but I really believe 1st-level spells are something you only gain access to once you reach 1st level. There are plenty cantrips that are utility and not damaging, and if you allow someone to pick from all lists regardless of class then they have a lot of variety.

I agree with the unlimited aspect of cantrips. Since a 0th-level caster isn't a fully-fledged class yet, limit the cantrips to say, 6 total slots a day. They're still learning and haven't yet mastered cantrips enough to cast them infinite amounts.

This would also render the need to prechoose a class useless, making caster a less restrictive option.

---

One last question: what weapon proficiencies do they get? You state that a Warrior gets to use simple weapons, and you mention clubs somewhere, but that's about it. Does this mean that they can only use clubs? Or are they free to use simple weapons, but don't get to add their proficiency bonus unless they're Warrior?

opaopajr
2019-07-03, 06:14 AM
How imaginative! :smallsmile: Thanks for sharing!

Some of us elsewhere were playing with this idea using merely Backgrounds. This way you didn't have to pick a class (or even stat much if you chose to ignore the skill system). :smallwink: Just grab 4 HP, a d4 for Hit Die healing, and run with the Background's gear and pocket money. You may buy extra weapons, armor, & gear with only that and off you go! :smalltongue:

If you absolutely need proficiency bonus & stats, you can value Lvl 0 as PB 1, then quick generate stats with a d6 (basically a d3 here):
1 is -1 mod
2 is -1 mod
3 is 0 mod
4 is 0 mod
5 is +1 mod
6 is +1 mod

Sprinkle some single use magic items, like 0-Lvl cantrip scrolls useable by everyone and plenty of potions, and let people go survive an adventure! :smallcool:

Greywander
2019-07-03, 06:27 AM
I understand you want the stats to be lower to reflect the commoner part. However, if you look at someone who becomes an adventurer then I seriously doubt their stats suddenly jump from 10 average to stats like 14 or higher.
As far as I understand it, standard ability score generation is what it is because D&D aims for more of an action movie hero type of feeling, rather than the gritty everyman like what something like 40k might go for. So it basically skews the dice rolls in your favor, so that you're much more likely to end up with something above average, because action movie heroes are always more competent than the background extras and random mooks. Part of it, of course, is that someone with average stats is simply less likely to survive to be a notable adventurer, so anyone who makes it to 1st level probably is above average. 3d6 still lets you get above average rolls, though, you're just not as likely to get them.

Although, now that I think about it, I did forget to add a section talking about rerolling ability scores if you don't like the set you get. Because sometimes you do just get a really bad string of rolls. But if you get rerolls, it will shift the average to be slightly higher.

I don't think there's really much of a problem to be solved here, it's just a matter of what style of play you want. The way I see it, there are three readily available options:

Embrace the lower average scores and learn to make the most of what you have. Grittier and more challenging.
Take the lower average initially, but then pad it out with small bonuses until you're back to epic status. Helps sell the "zero to hero" theme.
Use the default ability score generation. Epic level high fantasy.


I understand your reasoning, but I really believe 1st-level spells are something you only gain access to once you reach 1st level. There are plenty cantrips that are utility and not damaging, and if you allow someone to pick from all lists regardless of class then they have a lot of variety.

I agree with the unlimited aspect of cantrips. Since a 0th-level caster isn't a fully-fledged class yet, limit the cantrips to say, 6 total slots a day. They're still learning and haven't yet mastered cantrips enough to cast them infinite amounts.

This would also render the need to prechoose a class useless, making caster a less restrictive option.
If I understand correctly, you're suggesting letting them choose any two or three cantrips, which can be used a limited number of times (each? or all together?), and they can use whatever spellcasting ability they like. When they reach 1st level, they lose these cantrips, but get new cantrips from their class.

I suppose it could work. I just don't like the idea of taking something away when they reach 1st level, but otherwise it seems to fix some of the other problems with the caster pre-class. Then again, I don't know that it would be that broken to allow them to take one of their pre-class cantrips as one of their class cantrips, basically letting them pick one cantrip from any spell list to keep. You might, for example, see a lot of wizards getting Guidance, or Eldritch Blast, or clerics picking up Booming Blade, but it's not like they can't do these anyway through feats or multiclassing. So maybe it would be fine?


One last question: what weapon proficiencies do they get? You state that a Warrior gets to use simple weapons, and you mention clubs somewhere, but that's about it. Does this mean that they can only use clubs? Or are they free to use simple weapons, but don't get to add their proficiency bonus unless they're Warrior?
Warriors are the only ones to get weapon proficiencies (all simple weapons and unarmed strikes). But you can use a weapon you're not proficient with, you just don't get to add your proficiency bonus to the attack roll. Normally you'd avoid this and just use a weapon you are proficient with, but if you're not proficient with anything then it's all the same. Clubs are nice because they're cheap and can be dual-wielded. It's debatable if two clubs are better than two-handing a quarterstaff, though.

Maelynn
2019-07-03, 07:35 AM
it's just a matter of what style of play you want. The way I see it, there are three readily available options

Exactly, it all comes down to how gritty you want your game to be. My suggestion to incur a -2 penalty to all stats higher than 11 is the way I think you can decently mimic the style of 5e, although DMs who want a grittier setting would be more inclined to use lower stats - just as they'd be more inclined to use gritty rules variants rather than the standard D&D ones. In this case I think it depends on who your target audience is, and if you want to provide a static set of rules or provide an alternative for a grittier setting. I don't think it would be that strange to give more than 1 option for character creation, just like D&D has roll/allocate/point-buy.


If I understand correctly, you're suggesting letting them choose any two or three cantrips, which can be used a limited number of times (each? or all together?), and they can use whatever spellcasting ability they like. When they reach 1st level, they lose these cantrips, but get new cantrips from their class.

I suppose it could work. I just don't like the idea of taking something away when they reach 1st level, but otherwise it seems to fix some of the other problems with the caster pre-class. Then again, I don't know that it would be that broken to allow them to take one of their pre-class cantrips as one of their class cantrips, basically letting them pick one cantrip from any spell list to keep. You might, for example, see a lot of wizards getting Guidance, or Eldritch Blast, or clerics picking up Booming Blade, but it's not like they can't do these anyway through feats or multiclassing. So maybe it would be fine?

Yes, let them choose 2-3 of any cantrip from any list. They have 'cantrip spell slots' that max out, like 6 per day.

I don't think you should let them keep the cantrips they pick if they're not on the spell list of the class they eventually choose, in particular to prevent the exploitation you mentioned. It might feel weird to take cantrips from them, but is that really so much weirder than allowing a Bard or Warlock to change a spell they know upon a level up?

As for which spellcasting ability to use, you could indeed consider giving the player the freedom to pick the ability they like to use for it. Just let them dabble with it a bit. Alternatively, you could assign set casting abilities to cantrips just for this level. Reasoning behind it being that once they mould into their class level, they've been trained enough to have learned that the best results come from <class spellcasting ability> and that they should use that attribute for their casting, as well as having realised which spells are best attuned to that attribute. Or something.

Arcangel4774
2019-07-03, 01:54 PM
Hmm, what about just doubling up and making an ASI grant an ASI and a feat (excluding the bonus ASIs from fighter and rogue)? I mean, ASIs are kind of boring; sure, you're stronger, but you can't really do anything new, you just do everything you already did, but a bit better. Feats are like new class features, so it means you're always getting a fun new ability and a small boost in overall.

(...)

I think it would be better for the DM to hand out free +1s as alternate rewards, but having a mechanical option is nice, too.

You may be underestimating feats. However givung a free feat at level one alongisde the +1 across the board may work. Or you can give an extra +1 stat at each normal asi. So either a feat and +1 or +3 alocated as you choose. This may lead to slightly less power early to slightly greater power later. Itd also make those asi levels a little more interesting as the decision wont be as tough.