Results 1 to 28 of 28
-
2020-04-24, 03:12 PM (ISO 8601)
- Join Date
- Jun 2019
- Gender
Starting Your Players at Higher Levels
Hello! So, I'm planting a campaign and have been toying around with the idea of starting my players above level 1, specifically at level 3. I was just wondering, how good of an idea is this? What are the pros and cons? Does it add to the game or does it take away? Thanks in advance.
-
2020-04-24, 03:28 PM (ISO 8601)
- Join Date
- Jul 2018
Re: Starting Your Players at Higher Levels
It only takes away if your players enjoy level 1-2 play or if they need it to learn how their characters' abilities work (mostly for new players, sometimes for more experienced players trying something very different). I've started several games at level 3, and they play very well despite not playing out the very beginning of the heroes' tales.
-
2020-04-24, 03:28 PM (ISO 8601)
- Join Date
- Sep 2017
Re: Starting Your Players at Higher Levels
Starting at level 3 is fine in my opinion. It doesn't feel as lethal as level 1 (which is fun, don't get me wrong) and your players can define their characters a bit more since they'll all have their subclasses online by then. It's still low enough level though that you can have quite mundane things like zombies or bandits who feel like legitimate threats, and the PCs still have to be quite careful about conserving resources.
-
2020-04-24, 03:28 PM (ISO 8601)
- Join Date
- Jan 2015
- Gender
Re: Starting Your Players at Higher Levels
I’d base it off of player experience. Levels 1-2 are so short in terms of table time that they really just serve to introduce the game. Experienced players can easily just jump in at level 3.
I prefer to start at Level 1 because I’m in the apparently minority opinion that 5e is actually overly complicated at level 1, but there are a lot of benefits to starting at level 3. One of them is the ability to reach higher levels earlier in the narrative and before burn-out/boredom sets in.
The only reason I’d say no is if I thought players would lose the ability to play optimally out-of-the-gate because they were unaware of all of their characters’ abilities.
-
2020-04-24, 03:39 PM (ISO 8601)
- Join Date
- Apr 2010
- Gender
Re: Starting Your Players at Higher Levels
I start all of my games at level 3, because I want the characters to start off past the "trainee" phase, which 1 and 2 really are. My players all really appreciate that, and they've done the same when they run. It works great. I often toss an extra 50 gold at them for the few levels, but it's not really necessary
-
2020-04-24, 03:58 PM (ISO 8601)
- Join Date
- Jul 2019
- Location
- Wyoming
- Gender
Re: Starting Your Players at Higher Levels
I generally do this for experienced players. The early levels (1-5) are really the training-wheel levels, and for people who've played for a long time, unless the setting specifically calls for them to be complete and total adventure noobs, I'll start players at level 3-5. Otherwise I just end up blowing through the levels so quickly with experienced players they might as well have skipped them anyway.
So, I'd say if your players are experienced in the system, go for it.
If its just that the game you're looking at running is a little harder than usual, I'd try to figure out how to include some more starter-level content than start players higher up.Knowledge brings the sting of disillusionment, but the pain teaches perspective.
"You know it's all fake right?"
"...yeah, but it makes me feel better."
-
2020-04-24, 04:12 PM (ISO 8601)
- Join Date
- Sep 2012
- Location
- Virginia Beach VA
- Gender
Re: Starting Your Players at Higher Levels
Last summer I had a couple of "brand new to D&D" players; I started them at L1. A couple of the people I game with have difficulty paying attention, so I might start them at L1 just so they can ease into the class. For my players who have been with me for years, I'd start at 3 minimum, probably 5 or 6 (6 so you can do 5+1 multiclass).
However, if you're not that experienced as a DM, you may want to start them at L1. If I did that, I'd probably give them some extra hit points.Junior, half orc paladin of the Order of St Dale the Intimidator: "Ah cain't abide no murderin' scoundrel."
Tactical Precepts: 1) Cause chaos, then exploit it; 2) No plan survives contact with...(sigh)...my subordinates.
-
2020-04-24, 04:14 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Pittsburgh, PA
- Gender
Re: Starting Your Players at Higher Levels
Same here. The first level or two just feel too limited-- you don't have all your defining class features, what abilities you do have you can't use often enough to be fun, and there's not really enough room on the GM side to build interesting encounters without overwhelming the party. Level 3 is still plenty low enough to kick off a zero-to-hero storyline.
Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
-
2020-04-24, 04:19 PM (ISO 8601)
- Join Date
- Aug 2016
Re: Starting Your Players at Higher Levels
I think 3rd-level is a great place to start if you already have played for while. Everyone will be starting with their archetype and have unique abilities.
-
2020-04-24, 04:26 PM (ISO 8601)
- Join Date
- Nov 2013
Re: Starting Your Players at Higher Levels
Level 3 is a good place to start. Everyone has their subclass. Spellcasters have fun with 1st level spells and conserve 2nd level spells for special moments. Sorcerers get metamagic. Warlocks get their Pact invocation instead of having to waste 2nd level with one they don't want to trade up. Warriors have the hit points to be in melee. Players have the fun of being what their class is supposed to be. Crits from monsters are still nasty, but it's no longer one crit, or even one regular hit, your character is dead. It's a comfort.
-
2020-04-24, 05:02 PM (ISO 8601)
- Join Date
- Mar 2015
- Gender
Re: Starting Your Players at Higher Levels
I think 4th level is the best place to start. There are two main things that can define a character from an early level (other than race and class) - subclass and important feats. 4th level lets players start with both of these - essentially putting their style in place. Sure there are some weird multiclass things that won't work but you can accommodate 90% of character differentiation at this level. You are simple enough to pick up but have enough HP that one single unlucky roll of the dice is not likely to TPK the party. Level 5 is a big step up and is just round the corner so you start your campaign off with a heightened level of anticipation.
-
2020-04-24, 05:44 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: Starting Your Players at Higher Levels
Level 3 is a good starting point. Less swingy and everyone has their subclass. I think it's a common starting level.
-
2020-04-24, 08:04 PM (ISO 8601)
- Join Date
- Sep 2016
- Location
- Wisconsin
- Gender
Re: Starting Your Players at Higher Levels
Just make sure you give them ample opportunities for RP.
-
2020-04-25, 11:14 AM (ISO 8601)
- Join Date
- Jul 2018
-
2020-04-25, 12:04 PM (ISO 8601)
- Join Date
- Jan 2019
- Location
- The Nether Lands
Re: Starting Your Players at Higher Levels
I generally also recommend starting at level 3, where everyone has their subclass so you are not just any barbarian, but a ancestral guardian for example. Makes you much more distinct flavor wise.
The only trade-off I can think of is that it can be nice to incorporate getting your subclass into the story. For example for a paladin to be directly addressed by a god to come into their service, and pledge their oath in roleplay rather than off-screen at some level up. So if you don't run a player-focused game, just start at level 3, otherwise it might be something to consider if you want to tie someones background/subclass into the story in a more direct manner.Subjectivity is implied in all posts.
Given the opportunity, players will optimize the fun out of a game. Soren Johnson's Game Design Journal
-
2020-04-26, 03:51 PM (ISO 8601)
- Join Date
- Jun 2019
- Gender
Re: Starting Your Players at Higher Levels
I wanted to thank everyone for the responses, I like knowing that I have chosen a good starting point that for players who aren't brand new helps the game. Thanks again for your feedback!
-
2020-04-26, 09:23 PM (ISO 8601)
- Join Date
- Feb 2014
- Location
- Saint Louis
- Gender
Re: Starting Your Players at Higher Levels
5e e10
Class Progression (Ver. 1.1-ish)
The Cleric
The Fighter
The Rogue
The Wizard
Character Progression
Psionic Sub-classes
Races
Humans
Crossbreeds
-
2020-04-26, 09:50 PM (ISO 8601)
- Join Date
- Mar 2017
- Location
- Inner Palace, Holy Terra
- Gender
Re: Starting Your Players at Higher Levels
Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades!
-
2020-05-05, 12:15 PM (ISO 8601)
- Join Date
- Aug 2013
- Gender
Re: Starting Your Players at Higher Levels
I start my players at level 3 with 900xp "debt" that must be earned back before any further advancement. This allows characters to be played to subclass/concept pretty immediately, smooths out the swinginess of low-level combat, and gives them a few sessions to internalize their mechanics before things start to change. We like it.
-
2020-05-05, 01:42 PM (ISO 8601)
- Join Date
- Jan 2018
- Location
- USA, Wisconsin
Re: Starting Your Players at Higher Levels
I actually go out of my way to avoid dnd games that start out at lvl 1 these days. I'd prefer to start at lvl 3, which is when things start getting a bit more interesting for all classes, and also when I get into a fight at 3rd lvl, I actually feel like I lose based on my mistakes, and 1st and 2nd lvl a few errant die rolls can screw you pretty hard, where is by 3rd lvl you have enough health and options to mitigate low rolls and contribute decently all the time.
Not to mention starting at higher levels is just more fun since a lot of campaigns never get much higher than around lvl 10 if you start at lvl 1
-
2020-05-05, 02:33 PM (ISO 8601)
- Join Date
- Feb 2006
- Location
- NYC
- Gender
Re: Starting Your Players at Higher Levels
Level 3 is my go-to for most 3.x and 5e games.
Level 1 was playable in 4e, and I didn't know any better back in oD&D / 1e days.I want you to PEACH me as hard as you can.
-
2020-05-05, 02:41 PM (ISO 8601)
- Join Date
- Dec 2014
Re: Starting Your Players at Higher Levels
I (unlike other people here i guess) prefer to start things at level 1. I greatly enjoy the zero-to-hero aspect, as well as being reasonably able to run scenarios or set pieces that work best at those levels before moving on. It also represents a relatively larger part of a 1-10 or 1-13 game, which is what i prefer to aim for.
-
2020-05-05, 03:25 PM (ISO 8601)
- Join Date
- Mar 2017
- Location
- Inner Palace, Holy Terra
- Gender
Re: Starting Your Players at Higher Levels
We get the zero-to-hero aspect from the story, not really from the mechanics, IMO.
Though in my games, it's usually zero-to-still pretty much zero. Heroes are propaganda, everyone dies the same under the devastation of artillery. ;)
Anyway, I like to start people around level 5. It gives them options, and most importantly is when extra attack is online for martials and level 3 spells are online for casters, so they feel different and special to their players.Last edited by LordCdrMilitant; 2020-05-05 at 03:25 PM.
Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades!
-
2020-05-05, 03:32 PM (ISO 8601)
- Join Date
- Dec 2014
-
2020-05-05, 03:36 PM (ISO 8601)
- Join Date
- May 2018
- Gender
Re: Starting Your Players at Higher Levels
-
2020-05-05, 05:18 PM (ISO 8601)
- Join Date
- Mar 2017
- Location
- Inner Palace, Holy Terra
- Gender
Re: Starting Your Players at Higher Levels
It was a joke. I can count the number of times I've shelled my PC's with heavy artillery on one hand [and it goes without saying that I haven't killed any of them with heavy artillery. I've only killed 3 PC's, and all were killed the plot or by their own actions [or both]].
That said, "Heroic" is not an adjective I would apply to any of my players. Maybe "Incompetent", or "Asset for the Other Side", or "Every Time We're Off The Main Plot, Cities Get Burned Down". They seem to revel in this distinction, too.Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades!
-
2020-05-05, 06:01 PM (ISO 8601)
- Join Date
- Aug 2017
- Location
- U.S.
- Gender
Re: Starting Your Players at Higher Levels
Level 1
Pros: a humble beggining, can start close to being a commoner. Your story is just beginning.
Survival is less trivial. Later most of the perils of just surviving the outside (bear attacks, finding water and food, starting a fire) can be easily skipped with spells. Here you can have a section of wilderness survival that feels like an adventure.
Players can pick their favored enemy/terrain or subclass depending on what has happened actively in the campaign.
Can be more humbling starting so fragile, sometimes avoids players getting cocky ("We're like gods, it'll be fine" mindset)
Level 3
pros: less swingy. Enemies are less likely to steam roll them.
They can have more of a past adventuring, a story that already started. Old enemies and friends that are adventurers too. A more expansive backstory.
They have their trademark thing (subclass)
More impressive enemies
-
2020-05-06, 01:58 AM (ISO 8601)
- Join Date
- Dec 2007
- Location
- Finland
- Gender
Re: Starting Your Players at Higher Levels
I definitely prefer starting on level 3. I just had an introductory encounter that would've been a TPK had the party been level 1 (even scaled down to level). Of course, if you're into AD&D style "character sheets fly off the table and new ones come in", that's not a problem but if the players put a lot of effort into their characters, it'll feel kinda lousy to just die the first encounter where dice happen to go bad (which is 1st level in a tin can). Level 3 gives them some leeway and also avoids the awkwardness of most classes not having their subclass yet leaving your arcane rogue without arcane and your swords/valor bard without weapon/armor proficiencies and such.
Generally the first 3 levels give you what makes the class feel like itself: Druids get their Wildshape and spells, Barbarians get their Reckless Attack and Totem, Rogues get their Cunning Action and archetype, Bards get their Inspiration and their "class-specific" use for it, everyone has all their proficiencies, etc. A level 3 character finally feels "whole" while many level 1-2 characters can be missing some extremely key abilities that make their class what it is: what's a Warlock without a Pact or Invocations? Or a Monk without Ki and their supernatural quickness? Sorcerer without metamagic is hardly a Sorcerer as well, and what's a Paladin that can't Smite?
There's a place for level 1 but I'd rather those characters be cheap pregens, the game be a one-shot or perhaps a "characters in training"-kind of deal. Level 3 is a better grounds for a longer duration campaign with more serious and well-developed characters.Last edited by Eldariel; 2020-05-06 at 01:59 AM.
Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.