mostlyharmful
2007-10-14, 07:31 AM
While the core books list 1st level as a respectable grasp of the basics of any particiular class it's always bothered me that this simply isn't the case, demonstratably. PCs at this level start off challenged by tiny groups of animals and every NPC with class levels they're liable to meet is significantly better than them, add in that out there are NPCs with logorithmic levels of superiority and monsters that could wipe out whole armies of 1st levelers without trying hard it becomes increasingly difficult to think of a 1st level fighter, cleric, wizard, etc. as anything other than the first step of an apprenticeship.
that led me to the next couple of steps in the thought process, training and apprenticeship.
step 1.) Spellcasters can build traps, which can include summoning traps. They can also learn a feat to make their magic automatically deal subdual damage. combaine these in a nice big underground room, along with interesting illusions and traps to form a "Room of Danger" if you will that simulates combat and enables looow level adventurers to engage in combat and team based challenges without getting mowed down in short order. They wouldn't learn as fast as in real life and death situations of course but they wouldn't have to. there doesn't seem to be any reason why an acadamy of wizardry or combat should have to churn out graduates below fifth or sixth level after a couple of years, which doesn't seem an onerous expense for a city trying to produce the next generation of protectors and leaders.
step 2.) Having graduated from Elminsters School for the Gifted, PCx could simply charge off into the undergrowth and still risk dying, afterall he has an attitude of a typical newb albeit with more raw power and magic at his disposal. So step in the mentoring process, as in the real world medieval era you were apprenticed to an experianced craftsman for a while to shake the kinks out so they should be able to tag along after a tenth level ranger or paladin or something. The fluff says this rounds them out in a real environment with the benefit of an eperianced guide. The crunch side is that they are part of a team taking on CRs well above what a balenced group of four level five PCs could and so leveling up faster.
at the end of it I'm forced to infer that the above would work well to increase the numbers of low and midlevel PCs in any developed civilized area, with the rich who can afford to send their children on such courses continuing to monopolize the PCs. Wilderness areas could manage it to some degree provided there was a comunal spirit and the experianced high levelers had an interest in the continuation of their communities and not simply personal gain. Savage and Monstrous populations seem to be SOL. which would go some way to explaining why they live in the mountains in caves instead of the nice verdant temperate plains.
So, what do people think of an institutionalized education system that goes on to level 4/5/6 with a "masters" til 8/9?
that led me to the next couple of steps in the thought process, training and apprenticeship.
step 1.) Spellcasters can build traps, which can include summoning traps. They can also learn a feat to make their magic automatically deal subdual damage. combaine these in a nice big underground room, along with interesting illusions and traps to form a "Room of Danger" if you will that simulates combat and enables looow level adventurers to engage in combat and team based challenges without getting mowed down in short order. They wouldn't learn as fast as in real life and death situations of course but they wouldn't have to. there doesn't seem to be any reason why an acadamy of wizardry or combat should have to churn out graduates below fifth or sixth level after a couple of years, which doesn't seem an onerous expense for a city trying to produce the next generation of protectors and leaders.
step 2.) Having graduated from Elminsters School for the Gifted, PCx could simply charge off into the undergrowth and still risk dying, afterall he has an attitude of a typical newb albeit with more raw power and magic at his disposal. So step in the mentoring process, as in the real world medieval era you were apprenticed to an experianced craftsman for a while to shake the kinks out so they should be able to tag along after a tenth level ranger or paladin or something. The fluff says this rounds them out in a real environment with the benefit of an eperianced guide. The crunch side is that they are part of a team taking on CRs well above what a balenced group of four level five PCs could and so leveling up faster.
at the end of it I'm forced to infer that the above would work well to increase the numbers of low and midlevel PCs in any developed civilized area, with the rich who can afford to send their children on such courses continuing to monopolize the PCs. Wilderness areas could manage it to some degree provided there was a comunal spirit and the experianced high levelers had an interest in the continuation of their communities and not simply personal gain. Savage and Monstrous populations seem to be SOL. which would go some way to explaining why they live in the mountains in caves instead of the nice verdant temperate plains.
So, what do people think of an institutionalized education system that goes on to level 4/5/6 with a "masters" til 8/9?