Zero Level, Revisited

April 7th, 2009

A little over a month ago, I proposed a “Zero Level” for 4e for those who would enjoy using the fourth-edition rules yet starting the game at a lower power level.  4e is a minor paradigm shift in that even first-level characters are heroes — it’s the name of the tier.  If a character wasn’t to be a hero, then, he must be somewhere prior to the heroic tier.  Borrowing the zero-level idea from a few editions back and tweaking it to 4e seemed to make sense.

I’m pretty happy with the general idea, but the zero-level I came up with wasn’t quite what I’d wanted.  There was still a pretty stark jump in power level, as several people noted, particularly in the “half hp” to full-first-level-hp switch.  I tried to smooth the progression out a bit, while keeping in mind what the system was representing:  growth of a character from a relatively-normal person (though one with great potential) to a full-fledged hero.  I came to the conclusion that several different points in that continuum needed to be represented in order to fully achieve what I’d pictured.  A pre-heroic tier, if you will, though a very short one.

Initiate

The initiate character is a trained member of his class, but he isn’t yet a hero.  This might be the fighter during his mercenary days, or the wizard after completing his apprenticeship but before embarking on studies of his own, or the paladin newly knighted and not yet tested.  He’s still quite competent in his field, but he lacks the lessons of personal experience that make a first-level fighter, wizard, or paladin what they are.  This level is very similar to my earlier proposal; generation follows the same basic pattern:

  1. Choose Race. No changes.
  2. Choose Class. Choose a class as usual; however, you lack one of the class features of the class you choose.  See below.  Additionally, you have 2 fewer healing surges.
  3. Determine Ability Scores. No changes.
  4. Choose Skills. You know one fewer skill.  For example, a cleric knows Religion plus two (rather than three) skills from the list of available class skills.
  5. Select Feats. You do not select a feat.
  6. Choose Powers. You select at-will powers normally.  You may select an encounter power, but you may only use that power once per day until you reach level 1.  You do not select a daily power.
  7. Choose Equipment. The GM may choose to restrict beginning equipment options.
  8. Fill in the Numbers. As below.

Your hit points are equal to those of a first-level character minus the amount you would normally gain each level.  For instance, a paladin with 10 Constitution would normally have 25 hit points at first level, and gain 6 for each level thereafter.  Therefore, an Initiate Paladin with 10 Constitution has 25 – 6 = 19 hp.  At first level, he gains 6 hp, bringing him to the normal total of 25.

Your bonuses are affected by your status.  Treat “half your level” as “-1.”

You are “missing” one class feature.  It is up to the player and GM to agree on which one, but it’s best to try to ensure that the character will be able to perform the basic functions of his role.  For instance, a cleric should probably not “lose” Healing Word.  The GM may wish to restrict Ritual Casting at this level, since you’re technically not level 1 yet.  If he does, this does not count as the class feature you “lose” — you must still choose a different class feature to “give up.”

You must gain 500 xp to become a first-level character.  At that time, you gain your “missing” class feature and all of the other benefits of being a first-level hero (extra hp and healing surges, a feat, the “missing” skill, etc.)  You may also retrain when gaining first level, as you normally would when gaining a level.

Novice

The novice is the fledgling adventurer, possessed of the rudiments of training in his class but lacking the sheer skill or power that even a first-level hero wields casually.  There is still some quality that sets him apart — he learns quickly, perhaps, or has a great degree of natural talent — but he has yet to refine his abilities.  This is the wizard as an apprentice or the knight as a squire.

A novice character is created in a similar manner, but the restrictions are even harsher.  A novice has only one class feature — a defining one, as agreed upon by the player and the GM.  (Classes with particularly weak features that are nevertheless central to their concept may have two, if the GM permits.  For instance, the Bard should probably have Skill Versatility in addition to another feature.)

A novice also has two fewer healing surges than an initiate (four fewer than a first-level character), and “loses” another level’s worth of hit points.  The 10-Con Paladin above would possess 25 – 6 – 6 = 13 hp as a Novice Paladin.  A Novice Wizard with 8 Constitution would possess 10 hit points (18 – 4 – 4 ).  Clearly, novice characters are extremely fragile and will have to be very careful about adventuring.  If you use a character-creation method that would allow a lower Constitution score, then 1 hit point is a minimum.

A novice character has one at-will power — he’s mastered one basic trick of his profession.  He also knows one encounter power, but he may only use it once per day, and only after spending an action point during the encounter; he is pushing himself to his limits in order to pull off an advanced technique that he hasn’t quite mastered yet.  At the GM’s option, the character may use this power without spending an action point, but with the addition of some adverse or unforeseen side effect.

As a novice character, you treat “half your level” as -”2.”

The GM may wish to remove an additional trained skill from a novice character, but I don’t recommend it; they’re pretty limited already.

You must gain 250 xp to become an initiate character.  At that time, you gain all of the benefits of an initiate character, and you may retrain.

  • Share/Bookmark

Related posts:

  1. Zero Level
  2. Heroic Effort
  3. A Harvest of Men (III)
  4. Fox Magic: Arcane Feats
  5. Fox Magic: Feats

Get a Trackback link

4 Comments

  1. Swordgleam, Apr. 7, 2009, 11:48 am:

    I like this. My only concern is that by removing a level’s worth of HP, you’re making novice defenders weaker than novice strikers, for example, since they’re getting a greater amount of HP subtracted.

  2. Scott, Apr. 7, 2009, 9:47 pm:

    Not really — a defender starts with more hp, and will still have more even at novice stage, all else being equal. For instance, a novice ranger with 10 Con would have 12 hp. That’s only one less than the paladin, but considering that even the wizard would have 10, that’s just a matter of the extremely narrow range.

    I thought about making it a constant number, but I also don’t want to make controllers too fragile. I think subtracting 5 at each “level” instead of a level’s worth would work out; that would leave the Con 8 wizard with 8 hp, and raise the 10 Con paladin to 15, which broadens the range a little without leading to the 1-hp-wizard problem. But I figured adding the level’s worth was more consistent.

    Also, in practice, defenders will have higher Con than most others, so that’s a source of extra hp. Infernal warlocks and rage barbarians are the main exceptions I see, but it also makes sense for those particular strikers to have lots of hp, so I’m not sure it’s a problem.

  3. Ameron, Apr. 8, 2009, 10:47 am:

    I really like the idea of zero-level characters, but I think I’d have a hard time selling this to my players. For them it’s all about more power. Asking them to begin at anything less than level 1 would cause a riot in my dining room. But I think the zero-level mechanics you’ve provided are fair and balanced. I can see myself using these guidelines to make up some better-than-average NPCs.

    Ameron´s last blog post: Skill Focus: Assisting (Part 2)

  4. Scott, Apr. 8, 2009, 3:19 pm:

    It isn’t to my taste, either, honestly; I play D&D for epic fantasy, and let other games handle my rare urges to run low-fantasy. A lot of people do like ascending from “ordinary” to hero, though. This was mostly just to see how that might be done in 4e.

    Maybe it’s my Champions experience, but I prefer ascending from beginning-hero to more-skilled-hero to world-renowned-hero better.

Leave a comment

XHTML: You can use these tags: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

CommentLuv Enabled

Powered by WP Hashcash

Spam protection by WP Captcha-Free


Entertainment Blogs - Blog Top Sites