Starting before they were heroes?


Homebrew and House Rules


Something like this got brought up in a conversation with some friends a while back and I wanted to see what others thought.

We were talking about how many novels the guys are heroes from birth and started out like normal people. In other words, not 25 point buy magus at 16 years old.

So we were thinking start play with 10 point buy (15 at most) with one of the NPC classes. From there if they want to get into something wild, they have to figure out how to do it.
Ok, yes if they are a warrior probably don’t need much in the way of special training to become a fighter. Maybe just say they worked a bit harder than most on their militia training until sarg took them on for some additional work. Presto! So next level advance is as a fighter.
But if the scribe wants to become a wizard, he needs to ingratiate himself with someone (or pay if rich enough) who can set his feet on the right path, teach him to get a familiar, give him a spell book, and teach him his first few spells.

Now all NPC classes are not created equal. I can’t imagine too many wanting to play a commoner as stated. But what if you gave them an extra level. If you grow up as a commoner, your family starts you working on the farm even earlier than usual by the time you are an adult you are a 2nd level commoner. The warrior isn’t as bad, so maybe you start with a little better gear. Say sarg gave you a masterwork armor and weapon. Aristocrat, expert, and adept are already fairly close to the PC classes so they don’t need any boost. (Not sure adept should be included since it does give spells, spell list, etc…)

So the first couple of levels will be as normal guys who fall into some sort of situation meeting the rich/powerful/influential which puts them on the road to greatness. They don’t start on the road as greatness. So it will be a bit tougher at the beginning since you won’t already have the special abilities on which even 1st level characters usually rely.

What do you think about this? Would you like playing it as a player? Would you like running it as a GM?


A number of my players and I have always loved this concept and it's the one we start a lot of campaigns using. We don't care for the idea that you are already a hero at level 1. Bilbo didn't walk out of his home in the Shire as a hero, Luke wasn't performing feats akin to Hercules on the moisture farm.

To be honest it's why the mythic rules and playtest hold no interest for us (if not a downright, ew! ick).

Through the various editions there have even been attempts at rules to do so.
One I recall was the old cavalier class. You actually started with negative xp if I recall. At -2 level you were a Page and needed a couple hundred xp to advance, and -1 you became a squire and then finally at level 1 you were a cavalier.

When we do start a campaign that is going to have this feel I have done it a little differently each time.
We call it 0 level
You get 6 hp + your con. When you level you just add the difference from your chosen class. So bob has 6+2 hp, and chooses his first level as a fighter, he adds 4 more hp to bring him up to the normal 10+con hp. Other times I have just given them a random 1d6hp that just wind up being extra when they level.

As for Xp, sometimes I have given them a set negative number, other times I have just not worried about XP, and tell them when they have finally become 1st level, or I do a gloss over(like a movie training montage).
Now the other stuff about training you mentioned I usually handle with backstory. Most players know what class they want to play. So I tie it in. player X wants to be a wizard, okay.. they have a family member that is one and has let them dabble around in his lab while they were growing up. They have an old hand-me-down spellbook, etc.

Now a days, I usually have them pick their two traits as well and give them a couple skill points to put in whatever skill they want (but none are considered class skills yet)

We use 20 point buy all the time, so I don't bother changing that.
As for equipment, I usually stick to simple stuff and give them all a choice of one simple weapon that is also a tool around the community they are starting in. Staff, sling, knife, sickle etc.

Now as for what kind of adventure do you have such low level characters go on. Skill challenges are a focus, encounters with a single less then CR 1 monster are what you want.
One adventure I did was a scavenger hunt against other teams of kids. Non-lethal fist fights broke out.
Another started with the players as young teens, they were on their way back from picking berries and walking down a path against the side of a when they rounded a bend and came face to face with a lion. They fled through crack in the cliff face and wound up exploring an old temple/school to a bardic diety (this was forgotten realms)and met the friendly ghost of the old headmaster. He wound up being the mentor of the party's bard and the spring board for the campaign arc.


Cinderfist wrote:
A number of my players and I have always loved this concept and it's the one we start a lot of campaigns using. We don't care for the idea that you are already a hero at level 1. Bilbo didn't walk out of his home in the Shire as a hero, Luke wasn't performing feats akin to Hercules on the moisture farm. ...

Exactly.

Don't remember if it said what Bilbo was prior to the novel start, but it wasn't an experienced thief.

Luke was a moisture farmer not a Jedi. Ok, you can say a moister farmer is high tech so expert rather than commoner. But still. He did not yet know how to fight with a light saber.

Not sure I like the level 0. (I'm assuming that means they don't have any skills or feats.) Everyone who is young adult could be bringing some kinda skills to the table. Luk-ish has a skills points in knowledge-geography, knowledge-engineering, survival, profession-farmer, ride-speeder, acrobatics (from jumping out of wrecked speeders), etc... His mental capabilities are good enough that he can get by as a moisture farmer with the skill point. So since he is a rebellious teenager he has the feat skill focus: ride-speeder. Whatever, I'm just rattling off a what if.

Not sure, but it seems like it would be interesting (both as a player and as a GM) trying to survive a first level adventure as the NPC classes.


To be fair, Luke was the son of Evil Space Jesus, an excellent shot, an adept operator of any vehicle he encountered. He also had the funny feelings about things that come with force sensitivity and could generally kick the ass of your average farm boy. He was marked as special from the moment of his birth and all his raw power was inherited, not earned. He's a damn good candidate for a level 1 mythic character.
You also don't start with mythic powers. The GM has to give you a scripted ascension during the story, where you realise your hidden potential.

One reason I've never done anything like this is level one is actually not that impressive in the grand scheme of things. First level characters can be pretty delicate, and while their powers are damn flashy, they're easy enough to terrify or accidentally kill.
I tend to think of level one characters being rookies rather than established heroes.

High enough point buy will of course make anybody a badass. I have often pondered a system where characters begin with very low point buy and advance their scores extremely quickly until they hit the equivalent of 25. Never tried it out though.


Mortuum wrote:

... I have often pondered a system where characters begin with very low point buy and advance their scores extremely quickly until they hit the equivalent of 25. Never tried it out though.

I also like this idea.


In one of my favorite campaigns we started as teenagers with one level of NPc class and the equivalent of 10 point buy.
It was incredibly funny to play, cause even the most innocuous (a single unarmed thug for example) challenge for a full Pc was a nightmare to us.

then the characters grow up gaining a level into a PC class and developing a higher point buy.


Mortuum wrote:
To be fair, Luke was the son of Evil Space Jesus, an excellent shot, an adept operator of any vehicle he encountered. He also had the funny feelings about things that come with force sensitivity and could generally kick the ass of your average farm boy. He was marked as special from the moment of his birth and all his raw power was inherited, not earned. He's a damn good candidate for a level 1 mythic character...

But he wasn't raised as a Jedi. He was raised as a moisture farmer. I never got that he was the super amazing pilot at that time, just better than average. It's been a while since I watched the movie. I don't remember him being an amazing shot or fighting and winning against alot of others. As for the feelings, I was always under the impression that the movie was going for the impression that his feelings were just like everyone else's in real life (maybe slightly better) until he gets training and knows how to unlock them. So maybe something like the trait magical knack that he really isn't making use of yet, but the potential is there. He is not at the beginning super fast, incredibly strong, blindingly intelligent; so no basis for the 25 point buy.

I don't know anything about the mythic rules. But I would say there is an excellent case for him being nothing more than a 2nd level expert with some odd skill, feat, trait choices.

But the point isn't really to discuss what 'Luke' was in the PF system. It was just throwing out something that someone could understand what I was talking about. If I say 'Just like Jim-Bob in Robinson's 4th Sea Ray novel' almost no one will have a clue what I am talking about.

Silver Crusade

Kydeem de'Morcaine wrote:
What do you think about this? Would you like playing it as a player?

Mileage varies, of course. But, since you asked...!

I absolutely hate and despise it!

I find even first level adventuring to be boring! The idea that you play a PC who can't do anything interesting, for entire game sessions, bores me to tears.

I've tried it! It sucks!

For years, we've started campaigns at level 4. It allows you to play the multi-class concept you had in your head right out of the gate. You can do cool stuff, but your resources are still limited, your starting equipment is WBL so you can start off with some cool stuff like mithral/adamantine wthout being able to afford even a +2 sword, etc.

There are some books where the hero starts as a farm boy, but even some of them are not 'ordinary'. I'm looking at you, Luke!

But most books/films in action-type genres have a hero that is not only bad-ass, but are the most bad-ass!

Ever read the Stainless Steel Rat books by Harry Harrisson? Brilliant! But Slippery Jim DiGriz started the first book as the best thief in the galaxy!

Compared to most, the starting power level of the heroes is nowhere near the 'best' anything, even starting at level 4!

Whatever level you start at, you'll face encounters of appropriate difficulty, so it's not a power thing, but an interest thing. Low level PCs can't really do much, so they are less interesting. Now you want me to spend my time pretending to be someone who can't do anything?

The whole 'started as a farmboy' thing is what backstories are for!

...Well, you did ask...!


Kydeem de'Morcaine wrote:


Not sure I like the level 0. (I'm assuming that means they don't have any skills or feats.) Everyone who is young adult could be bringing some kinda skills to the table. Luk-ish has a skills points in knowledge-geography, knowledge-engineering, survival, profession-farmer, ride-speeder, acrobatics (from jumping out of wrecked speeders), etc... His mental capabilities are good enough that he can get by as a moisture farmer with the skill point. So since he is a rebellious teenager he has the feat skill focus: ride-speeder. Whatever, I'm just rattling off a what if.

From my first post:

"Now a days, I usually have them pick their two traits as well and give them a couple skill points to put in whatever skill they want (but none are considered class skills yet)"

So I do give them a few skill points, usually 2 or 3 and they get their 2 traits which is considered 1/2 a feat roughly.

Let me consolidate it:
20 point buy
1d6hp
either negative XP or a pre-planned set point in the story where they become level 1.
2-3 skill points
2 traits
A single simple weapon also useful as a tool.
A backstory that ties them into the starting area and possibly their future class choice.
Encounter consisting of Skill checks and less then CR1 monsters.


Cinderfist wrote:
Kydeem de'Morcaine wrote:


Not sure I like the level 0. (I'm assuming that means they don't have any skills or feats.) Everyone who is young adult could be bringing some kinda skills to the table. Luk-ish has a skills points in knowledge-geography, knowledge-engineering, survival, profession-farmer, ride-speeder, acrobatics (from jumping out of wrecked speeders), etc... His mental capabilities are good enough that he can get by as a moisture farmer with the skill point. So since he is a rebellious teenager he has the feat skill focus: ride-speeder. Whatever, I'm just rattling off a what if.

From my first post:

"Now a days, I usually have them pick their two traits as well and give them a couple skill points to put in whatever skill they want (but none are considered class skills yet)"

So I do give them a few skill points, usually 2 or 3 and they get their 2 traits which is considered 1/2 a feat roughly.

Oops! Sorry I missed that. Yeah, that works.


I skimmed the thread so I'm not sure if anyone pointed this out, but Super Genius Games has a book that is specifically dedicated to just this idea. The Genius Guide to Apprentice Level Characters

I've personally never used it, but I've heard from others that it is a good treatment of this very concept.


Kydeem de'Morcaine wrote:
But he wasn't raised as a Jedi...

Yeah, you're quite right. It was only tangentially related and I just meant he had little edges over your standard farm boy and more potential than most normal people.

Probably the only other people in the whole setting who could have filled Luke's shoes once the story got rolling were his father and his twin sister. Other people just don't have that kind of power, supposedly not even the Emperor.
His beginnings were humble, but there was super-human inside him just waiting to wake up. That's a good fit for mythic IMO, but yeah, probably not 25 point buy.


My only problem with these approaches is that it basically gives the players only 1 or 2 adventures to experience this level of play. The problem for me is experience points.

I've considered having players start as NPC classes with the young template. They would lose the template at an appropriate time (dictated by story, not experience points)and convert their NPC levels into equivalent PC levels, simultaneously gaining points with which to buy higher abilities. This lets them have a significant series of lesser adventures while still experiencing some advancement.

But again I've never actually tried it. Perhaps my next campaign.


Malachi Silverclaw wrote:
Kydeem de'Morcaine wrote:
What do you think about this? Would you like playing it as a player?

Mileage varies, of course. But, since you asked...!

I absolutely hate and despise it!

I find even first level adventuring to be boring! The idea that you play a PC who can't do anything interesting, for entire game sessions, bores me to tears.

I've tried it! It sucks!

For years, we've started campaigns at level 4. It allows you to play the multi-class concept you had in your head right out of the gate. You can do cool stuff, but your resources are still limited, your starting equipment is WBL so you can start off with some cool stuff like mithral/adamantine wthout being able to afford even a +2 sword, etc.

There are some books where the hero starts as a farm boy, but even some of them are not 'ordinary'. I'm looking at you, Luke!

But most books/films in action-type genres have a hero that is not only bad-ass, but are the most bad-ass!

Ever read the Stainless Steel Rat books by Harry Harrisson? Brilliant! But Slippery Jim DiGriz started the first book as the best thief in the galaxy!

Compared to most, the starting power level of the heroes is nowhere near the 'best' anything, even starting at level 4!

Whatever level you start at, you'll face encounters of appropriate difficulty, so it's not a power thing, but an interest thing. Low level PCs can't really do much, so they are less interesting. Now you want me to spend my time pretending to be someone who can't do anything?

The whole 'started as a farmboy' thing is what backstories are for!

...Well, you did ask...!

Yes, I did ask. And believe it or not, I do value that input. At least one of the guys in my group feels the same.

I don't feel like 1st level characters (even NPC's) "can't do anything." I think it is pretty cool to try and figure out how to stop the goblins (or whatever) without just being able to chop through dozens of them. Figuring out a combination of alchemical items, bluff, and indimdate that will get them to back down.

Yes, they are fragile. So the players need to actually think and plan. Maybe fighting really is the last resort. Instead of just hack them all up everytime.

The social skills, plans, tactics, creative solutions become even more important when you can't 'color spray, 3/4 of them go down.'

Quote:
... Compared to most, the starting power level of the heroes is nowhere near the 'best' anything, even starting at level 4! ...

I kinda disagree with this. Alot of posters say the very best 'normal people' are around 6th level. Your 4th level magus with a couple of magic items and adamantine sword can probably kick the crap out of any 6th level warrior who might have a couple of +1 items but mostly master work gear. Which alot of people will tell you is the 'default' champion of the nation.

If you are starting at level 4 you are spending most all of your career at marvel comics super hero level. Nothing wrong with that. I like those campaigns too. I had a blast with my barbarian grappler that was only played from 8th-14th level.

But sometimes I like going through building a character's life from nothing to finally something. If I have some wild multi-class concept, is it really survivable at low levels (I'm looking at you mystic theurge). I may have a real struggle on my hands figuring out how to accomplish my tasks at the begining of my career. I find it rewarding when I do succeed in that struggle.

But like I said. At least one of my players is not interested in that type of game. He complains incessantly that he can't do anything until 9th level. I disagree, but I'm not going to force him to play low level. If I can get enough interest with a workable system, I would start another group.

Silver Crusade

I'm absolutely okay with different people liking different things!

As to the whole 'A lot of posters say the very best normal people are around 6th level' thing, I've never been in a high level campaign yet where the BBEG was only 6th level max, no matter how high level the PCs were.

Quote:
But sometimes I like going through building a character's life from nothing to finally something

...and then stop playing as soon as you get interesting?

This reminds me of all those stories and adventures that are about exploring the wonders of a now dead civilisation; wondering at the marvels that are lost. In every case I find myself wishing that the story had been set at the height of these civilisations, not picking through it's corpse!

An archaeologist can try to reconstruct what life may have been like for pre-historic people, based on the scant evidence left behind. I bet he'd much rather have the ability to travel to the past and find out for himself, then come back and tell the tale!

It's not wrong to fancy trying your idea, but for me it'd just leave me wishing I could do cool stuff now.

I get enough of the mundane in real life; I want to be heroic in my hobby!


Malachi Silverclaw wrote:

I'm absolutely okay with different people liking different things!

As to the whole 'A lot of posters say the very best normal people are around 6th level' thing, I've never been in a high level campaign yet where the BBEG was only 6th level max, no matter how high level the PCs were ...

Agreed. That is actually kinda to the point all the BBEG are also in the super hero / doc doom level of power. What about all the normal bad guys. Bank robbers, drug gangs, coach brigands, etc...

Malachi Silverclaw wrote:
...
Quote:
But sometimes I like going through building a character's life from nothing to finally something
...and then stop playing as soon as you get interesting? ...

Absolutely not. My absolute favorite campaigns start from nothing and progress until the PC's are in a war of the gods or some such.

Malachi Silverclaw wrote:

... It's not wrong to fancy trying your idea, but for me it'd just leave me wishing I could do cool stuff now.

I get enough of the mundane in real life; I want to be heroic in my hobby!

I can definitely understand that line of thinking. For me figuring out creative ways to stop the average-joe-normal badguy without using a chaingun is not mundane. It is at least as (if not more) heroic to be able to accomplish it without superhuman powers.


Finarin Panjoro wrote:

My only problem with these approaches is that it basically gives the players only 1 or 2 adventures to experience this level of play. The problem for me is experience points.

I've considered having players start as NPC classes with the young template. They would lose the template at an appropriate time (dictated by story, not experience points)and convert their NPC levels into equivalent PC levels, simultaneously gaining points with which to buy higher abilities. This lets them have a significant series of lesser adventures while still experiencing some advancement.

But again I've never actually tried it. Perhaps my next campaign.

In my experience, the less modification you have to do once the pcs attain level 1 the better. It depends on how young you want to start the pcs. If you just start them at the racial minimum you don't have to really stress over the young template or their ability scores and can maintain believability.

As for the amount of adventures you can do at this level, are you talking actual full adventures or just gaming sessions? I've not maintained the party at this level beyond a single adventure (though that was multiple sessions.)


Pathfinder Starfinder Society Subscriber

I think I would want to revisit this topic after Ultimate Campaign comes out. Certainly retraining could be a factor here, as most characters would start out as commoners but may not even have the same class skills by the time they become 1st level adventurers in standard base classes.


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Malachi Silverclaw wrote:

I'm absolutely okay with different people liking different things!

As to the whole 'A lot of posters say the very best normal people are around 6th level' thing, I've never been in a high level campaign yet where the BBEG was only 6th level max, no matter how high level the PCs were.

Quote:
But sometimes I like going through building a character's life from nothing to finally something

...and then stop playing as soon as you get interesting?

This reminds me of all those stories and adventures that are about exploring the wonders of a now dead civilisation; wondering at the marvels that are lost. In every case I find myself wishing that the story had been set at the height of these civilisations, not picking through it's corpse!

An archaeologist can try to reconstruct what life may have been like for pre-historic people, based on the scant evidence left behind. I bet he'd much rather have the ability to travel to the past and find out for himself, then come back and tell the tale!

It's not wrong to fancy trying your idea, but for me it'd just leave me wishing I could do cool stuff now.

I get enough of the mundane in real life; I want to be heroic in my hobby!

Reminds me of the Doctor Who Episode: Silence in the Library.

River Song: Do you have a problem with Archaeologists?
The Doctor: I'm a time traveller. I point and laugh at Archaeologists!


I think starting characters out with oen level of an NPC class is an outstanding idea, especially if you're blessed witha group who loves role-play. Emphasize skills and social interaction early on and really have those characters grow into something other than a pre-plotted build.


i like the idea of starting at negative levels and choosing a class once you get to lvl 1, but doing that i feel you would have to give them a feat or something which would end up with some OP characters compared to the norm imo

still a fun idea, and if you dont mind having powerful PCs (which i always find to be the funner ones) then its a great idea


Kydeem de'Morcaine wrote:

Something like this got brought up in a conversation with some friends a while back and I wanted to see what others thought.

We were talking about how many novels the guys are heroes from birth and started out like normal people. In other words, not 25 point buy magus at 16 years old.

So we were thinking start play with 10 point buy (15 at most) with one of the NPC classes. From there if they want to get into something wild, they have to figure out how to do it.
Ok, yes if they are a warrior probably don’t need much in the way of special training to become a fighter. Maybe just say they worked a bit harder than most on their militia training until sarg took them on for some additional work. Presto! So next level advance is as a fighter.
But if the scribe wants to become a wizard, he needs to ingratiate himself with someone (or pay if rich enough) who can set his feet on the right path, teach him to get a familiar, give him a spell book, and teach him his first few spells.

Now all NPC classes are not created equal. I can’t imagine too many wanting to play a commoner as stated. But what if you gave them an extra level. If you grow up as a commoner, your family starts you working on the farm even earlier than usual by the time you are an adult you are a 2nd level commoner. The warrior isn’t as bad, so maybe you start with a little better gear. Say sarg gave you a masterwork armor and weapon. Aristocrat, expert, and adept are already fairly close to the PC classes so they don’t need any boost. (Not sure adept should be included since it does give spells, spell list, etc…)

So the first couple of levels will be as normal guys who fall into some sort of situation meeting the rich/powerful/influential which puts them on the road to greatness. They don’t start on the road as greatness. So it will be a bit tougher at the beginning since you won’t already have the special abilities on which even 1st level characters usually rely.

What do you think about this? Would you like playing it as a player? Would...

Best campaign I have played in this system started the characters out as 14 year olds--all friends in a small village-the one with the highest wisdom got a vision--the vision led them to save a crown prince --the prince led them to their classes--with a rationale--they are now operatives investigating things for the prince as he can trust them. It was perfect and the players --who hadn't played together before are now inseparable, self sacrificing and very protective of the others.


Kydeem de'Morcaine wrote:
It's been a while since I watched the movie. I don't remember him being an amazing shot or fighting and winning against alot of others.

I watched for the first time in years just last night actually. He's a mediocre shot, but then again Han isn't that good, and of the soldiers mostly miss, despite Obi-Wan identifying storm troopers as the killers of the Jawas by their precise shooting. If anything, Leia has the best accuracy. He does has confidence to spare when it comes to piloting, and he is brave from the beginning.

And of course, the haircuts make the entire movie worthwhile.


What someone else recently suggested to me is start as commoners to simulate not fully grown. Since commoners don't have more of anything than anyone, nothing to lose when take class levels. Play say 1/3 of the way through 1st level then they progress to their actual class as first level. If it has more skills, feats, or whatever they gain it at that time.

Not sure I like that as well, but thought I'd let you know another opinion.

Shadow Lodge

This is something I might design as a Con one shot. Set it at a magic school or regular village. Give the pre gens motives like impress the girl (another PC) adventure with a slightly younger annoying sibling in the party.

Give some customizable abilities they find they can use once per day, or give them some choices like, you find you'll manifest sorcerous power or gain 2-3 rounds of paladin smite or rage or the ability to hex but no witch spells, or a suite of skills, a pet or imaginary friend (eidolon); basically hinting that your characters can have these abilities if developed in the future.

Think I'll design a chart.


I've made my own rules for 0th-level characters. It's meant to work in conjunction with rules like these (which also appear in the book Tome of Secrets), for occupations so as to give the characters some differentiation.

Sczarni

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I think I agree with Malachi.

In any game that has a level/XP system, being level 1 is terrible. The game is full of cool powers and abilities, but you don't have any of them yet. You have a sword that you will inevitably sell for scrap when you find a better one.

Pathfinder is even worse because a level 1 character has 1dX+CON HP, and any enemy they encounter will deal 1dX+STR damage. Even the fighter is in very real danger of being killed in one hit. Non-combat encounters are a good way to get to Level 2, but what about the guy who isn't playing a skill master? What does the fighter do during all of level 1? Watch?

My GM frequently lets us start out at Level 2, out of recognition that level 1 is the worst thing about Pathfinder. It's not enough to feel like a superhero out of the gate, but it's a marked improvement on your odds of living through a fight with a single rat.

We did play a campaign once back in 3.5 where we started at Level 0 and had to roleplay our way into our class of choice. If you volunteered at the temples, you could become a cleric, monk, or paladin. Spend time at the arena and you could be a fighter or barbarian. Keep your nose in a book and you could be a bard or wizard. Whatever you ended up doing, eventually you'd get a level in an appropriate class. It was fun... but it wasn't D&D. It was basically a brainstorming session for the plot of a fantasy novel.

That kind of play has its place, but I don't think Pathfinder is that place. The whole game is about commanding magic spells and martial prowess, and level 1 is only worth playing because it's a small taste of what you'll eventually get to do. Making the players wait even longer to throw a fireball or shoot four arrows per round doesn't make the game more dramatic, it just makes it take longer to get to the good stuff.


Pathfinder Adventure, Rulebook Subscriber
Ciaran Barnes wrote:
Kydeem de'Morcaine wrote:
It's been a while since I watched the movie. I don't remember him being an amazing shot or fighting and winning against alot of others.

I watched for the first time in years just last night actually. He's a mediocre shot, but then again Han isn't that good, and of the soldiers mostly miss, despite Obi-Wan identifying storm troopers as the killers of the Jawas by their precise shooting. If anything, Leia has the best accuracy. He does has confidence to spare when it comes to piloting, and he is brave from the beginning.

And of course, the haircuts make the entire movie worthwhile.

"2 meters?! But that's impossible" says the trained fighter pilot

"I used to bullseye wamp-rats back home, they're not much bigger than 2 meters." Says some snot nosed kid from the Galactic version of Rural West Virginia.

Luke is a great shot, and having never set eyes on an X-wing in his life hops into one w/o any real training time and is flying like a seasoned expert. Luke is a great example of a high point buy character. He doesn't have lots of cool abilities, but that 20 vs 14 strength really makes up for a lot.


Disagree - for piles of various reasons that I won't go into here.

Regardless, the point was not to argue about what are Luke Skywalker's exact stats. If you really want to discuss it, that can go in another thread.

The point was, everyone has some learned to do some things prior to entering the magus academy (or whatever).

I was considering:
1) How best to represent that in our approzimation of life?
2) Would anyone want to play through/with that as a part of their PC career?

Dark Archive

What do you mean 1 level of an NPC class? Honestly, I'd love to do an entire campaign with NPC classes.

Shadow Lodge

lordzack wrote:
I've made my own rules for 0th-level characters. It's meant to work in conjunction with rules like these (which also appear in the book Tome of Secrets), for occupations so as to give the characters some differentiation.

Looking at this, I think it's a little too underpowered for PCs. I'm looking at that and I think I'd like to create something a little stronger, sort of a proto-hero npc class.

To get at what mean, look at the first two Harry Potter books or the 1st/2nd season scoobies in Buffy the Vampire Slayer. Such characters are not quite first level, but they have some skills and natural talent and clearly are on their way to 'adventurer' status, however they're not quite ready for the campaign.


I'm going to wait for Ultimate Campaign on this one. Start everyone as commoners and retrain that class when they get the call to action. The only downfall that that is if the Hero class loses any of class skills, like the fighter not having perception. But who knows, maybe UCa will have pre-hero rules too.


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AD&D had rules for -5 to 0 level PC's.

I personally love the 1st through 3rd levels of play as that is where the most character defining moments take place, where a PC's persona begins to take focus.


'the David' thanks for the link, it was interesting.

Well, I will probably not be pursuing this any further. I've done a bit of asking around and the pool of people that are interested is nearly none. Just me and 1 other guy (whose work schedule conflicts) seem to think it would be a fun challenge.

If one of you guys gets it to workout for you good luck and enjoy!

Silver Crusade

Pathfinder Adventure Path Subscriber

My dream:

Take Ultimate Campaign's "child heroes" rules, then players start as Warrior/Expert/Mage, and during the course of a prequel adventure figure out the specifics of what class they'll be as adults.


There was an AD&D adventure called Treasure Hunt which tackled this concept. The characters were simple fishermen, farmers, and townfolk that have been kidnapped by slavers, and subsequently shipwrecked. They have to learn how to do the basics of adventuring without any training, working together to defeat the creatures and cultists living there.

The DM kept a checklist for each character, with each of the classes on it. Whenever a character did something that was characteristic of a particular class, he would put a check next to it. Attacking FIRST would put a check in fighter, sneaking for better position would put a check in rogue, trying to translate an obscure text would count for bard and/or wizard, things like that. Likewise, alignment was determined by the actions in play, not chosen beforehand. If a character tortured an enemy for info, that's one for the evil column. If they tried to save someone (anyone), that's a check in the good column. Good roleplaying could guide you to the class you want, but necessity might change that. A person wanting to be a druid but was forced to fight and track the bad guys because everyone else either sucked or wouldn't do it might end up a ranger.

Since all of the old 1st-edition modules have been put online, you should check it out, at least for basic ideas.


I'm going with children are 1D6 in attributes(Str.,Int.,ect...) and 1D4 hit points. Teenage to adult non characters such as torchbearers, farmhands, ditchdigers, and such have 2D6 attributes and 1D6 hit points. If they get training as a character, or an event gives them experience points, they get a class, the full 3D6 and point buy, and redetermined hit points. This can be used for flashbacks and such.


Silent Saturn wrote:

I think I agree with Malachi.

In any game that has a level/XP system, being level 1 is terrible. The game is full of cool powers and abilities, but you don't have any of them yet. You have a sword that you will inevitably sell for scrap when you find a better one.

Pathfinder is even worse because a level 1 character has 1dX+CON HP, and any enemy they encounter will deal 1dX+STR damage. Even the fighter is in very real danger of being killed in one hit. Non-combat encounters are a good way to get to Level 2, but what about the guy who isn't playing a skill master? What does the fighter do during all of level 1? Watch?

My GM frequently lets us start out at Level 2, out of recognition that level 1 is the worst thing about Pathfinder. It's not enough to feel like a superhero out of the gate, but it's a marked improvement on your odds of living through a fight with a single rat.

Oh please. You have it easy. I was around back when it was just plain ol D&D.

And I find that much of the characters' personalities are defined in those early levels, right from level 1 on up. For example, the manic goblin Snap! started out life as a lowly demented torchbearer. In order to enable him to pester the players and to pull pranks, I gave him a level of Rogue. Still had crappy stats, but I was okay with that. Then the guy who was playing the Rogue quit, and we had a vacancy. So after an session or two, I made him a full PC. Yet it was during that time as torchbearer, even before he had stats, that his personality was defined. He saw the Cleric go down, and uncharacteristically ran to his aid while the warrior dude was duking it out with the guys who did it. Rolled a nat 1, and confirmed the fumble. So I ruled he'd put a tourniquet around the Cleric's neck "to stop the bleeding." Laughter ensued. First thing the warrior PC heard upon taking out the last enemy was the Cleric, loudly choking, which cracked up the warrior player so hard he nearly fell off the couch.

See what I mean? From there, Snap!'s character took off. More lunatic stunts than you can shake a stick at. Everything from drawing on a sleeping guard's face, to knocking himself out because he thought he was blind, to quietly plunking down while roasting an arm from a former NPC when he had to burn a tent to keep a guard from attacking him, Snap! just kept pulling jokes whenever he could. It's already said by the other players that all they have to do to find the goblin when they hit town is to listen for the screams in the distance.

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