So, both the issue of what level characters can start at in The Waste and how multiple characters should be handled have come up on the boards here. As I mentioned to Fuschia'tude, I stole the current version of the character tree straight from Dark Sun 2E. However, in that version, it was ambiguous between being a way of swapping out multiple characters and a way of having a character close in level for when your main dude got killed by an anakore. As F't points out, it's actually better for the latter - if you are swapping characters a lot, you will tend to "lose" XP.
Anyway, I thought I'd throw the question out to you, the player and DM-base, for opinions. I can't promise that Angela, Chris, and I will just take a majority vote, but heck, I'd like to know what the majority thinks.
From my perspective, the desiderata (not all of which point in the same direction are):
- Levels should be *earned.* Having a high-level character should be an achievement (note that this *is* compatible to some extent with rubber bands - everyone might be able to start with a level 10 character, but the level 13 characters might only be the veterans).
- The game should be accessible to new players. This pulls both ways. If we end up with a level N player base, it might suck to have to start at level 1 (unless vets have some way of playing a level 1 character without losing out - which the current character tree allows). At the same time, for a new player, starting with a level N character can be intimidating and complex.
- The system should be fun! No one should have to grind away at a low level beyond the point where the setback makes the challenges fun.
I'm an inveterate character-maker, so I like the idea of being able to have a few different ones to use (even if I'm mostly DMing). But that's a matter of taste, and I could see dropping it if something else makes more sense on other axes.
Since the question of what level new characters can start at and how multiple characters should be handled are tightly linked (since, if new characters can start at, say, the level of anyone else, you can just bring in a new character rather than swapping in one you've been carefully growing), I've put both on the list of options above. Some commentary on what the options mean:
Traditional one-player, one-character. What it sounds like. You have one character at a time. If it dies, or you retire it, you start over at the base level for the game (default 1, but maybe one of the 'rubber band' options).
Character tree, separate XP. You can have multiple characters at a time, but each earns XP separately. If you start a new one, you start XP over.
Character tree, level-for-level. The current system. You can have multiple characters at a time. Each time one levels, you can level a different one for free.
Character tree, XP-for-XP. You can have multiple characters. Each time you give one XP, you can give another one the same amount of XP. (This avoids "lost XP" relative to the above, but is less good for players "slumming" with lower-level characters, such as to play with new players)
Character tree, all advance. You can have multiple characters. When one gets XP, they *all* get the same XP (i.e., everyone in your tree is the same level).
Rubber band, personal. When you start a new character (maybe you can have many, maybe not), it starts at some level relative to the average level of your existing characters (e.g., AVG-2).
Rubber band, game-wide. When you start a new character, it starts at some level relative to the average level of all active characters in the game.
Rubber band, party. When you start a new character, it starts at some level relative to the average level of all characters in the party you're adventuring with for the first time (e.g., lets new folks pick an expedition then create an appropriate character).
Please do expand on your views in the comments. The poll is multiple-choice esp. since the tree and rubber band options can be combined in various ways. And I may not have thought of all the good options.
Anyway, I thought I'd throw the question out to you, the player and DM-base, for opinions. I can't promise that Angela, Chris, and I will just take a majority vote, but heck, I'd like to know what the majority thinks.
From my perspective, the desiderata (not all of which point in the same direction are):
- Levels should be *earned.* Having a high-level character should be an achievement (note that this *is* compatible to some extent with rubber bands - everyone might be able to start with a level 10 character, but the level 13 characters might only be the veterans).
- The game should be accessible to new players. This pulls both ways. If we end up with a level N player base, it might suck to have to start at level 1 (unless vets have some way of playing a level 1 character without losing out - which the current character tree allows). At the same time, for a new player, starting with a level N character can be intimidating and complex.
- The system should be fun! No one should have to grind away at a low level beyond the point where the setback makes the challenges fun.
I'm an inveterate character-maker, so I like the idea of being able to have a few different ones to use (even if I'm mostly DMing). But that's a matter of taste, and I could see dropping it if something else makes more sense on other axes.
Since the question of what level new characters can start at and how multiple characters should be handled are tightly linked (since, if new characters can start at, say, the level of anyone else, you can just bring in a new character rather than swapping in one you've been carefully growing), I've put both on the list of options above. Some commentary on what the options mean:
Traditional one-player, one-character. What it sounds like. You have one character at a time. If it dies, or you retire it, you start over at the base level for the game (default 1, but maybe one of the 'rubber band' options).
Character tree, separate XP. You can have multiple characters at a time, but each earns XP separately. If you start a new one, you start XP over.
Character tree, level-for-level. The current system. You can have multiple characters at a time. Each time one levels, you can level a different one for free.
Character tree, XP-for-XP. You can have multiple characters. Each time you give one XP, you can give another one the same amount of XP. (This avoids "lost XP" relative to the above, but is less good for players "slumming" with lower-level characters, such as to play with new players)
Character tree, all advance. You can have multiple characters. When one gets XP, they *all* get the same XP (i.e., everyone in your tree is the same level).
Rubber band, personal. When you start a new character (maybe you can have many, maybe not), it starts at some level relative to the average level of your existing characters (e.g., AVG-2).
Rubber band, game-wide. When you start a new character, it starts at some level relative to the average level of all active characters in the game.
Rubber band, party. When you start a new character, it starts at some level relative to the average level of all characters in the party you're adventuring with for the first time (e.g., lets new folks pick an expedition then create an appropriate character).
Please do expand on your views in the comments. The poll is multiple-choice esp. since the tree and rubber band options can be combined in various ways. And I may not have thought of all the good options.