Evil_Trevor said:Do any other GMs start people off with a few levels just because those level 1 characters are so pants ?
Do any GM's give away loads of XP each session so that the characters go up levels more often (I aim for 1 level every two months or thereabouts) for the lower levels ?
In giving XP how much do you give on the 'Sixty four goblins @2xp each" and how much on the Roleplaying ? I tend to give more for a convincing bit of roleplaying or a clever idea that means the player is following the plot and setting. For the 'I hit DC18 for 12 using my +4' I tend to give nothing.
When either I get new players or Someone dies and has to generate a new character I start them at a level is the same as the majority of the other players are at not at the level of their previous character neccessarily how do others play this one ?
In some games (particularly horror) I sometimes run 'Dreamscape' where the characters are in a dream-like reality as portrayed in 'A nightmare on elm street' and I give them 'Dreamscape' character sheets which are heavily modified sometimes to the players advantage, at others to their disadvantage. Any wounds recieved are transfered to thier 'normal' character sheet when they awake. Have any other GMs, for any reason, done something like this (modified a char sheet) for a scene or plot ?
Is there anything you wouldn't do to players characters (in terms of the above) when running a game ?
Actually this tendancy developped from AD&D (1 version), progrably using the old D&D concept with the basic, expert, master, companion and immortal sets where you could reach god status.Evil_Trevor said:Now I am in the habit of starting Characters at about level 3 or with enough skill/hit points and ability to smite that they survive long enough to actualy realise a plot exists. Reading this and other RPG related forums and mail lists I read things like 'Hey this a great game my Level 19 Barbarian/16 Thief/12 Noble/14 Solider' really kicks ass with his +114 massive sword of the gods' Now I must be a miser with xp as at 1 game session a week I would expect the characters to get into double figure levels in say mid 2007. Given that it gets harder and longer to reach higher levels progressivly are some people playing three times a week or something ?
IMO Warhammer (as well as the German RPG the Dark Eye) has the best method to give XPs: per scenario session and per goals (this mean thus XP for good questions and communication with fictive persons, investigations, etc.).Do any GM's give away loads of XP each session so that the characters go up levels more often (I aim for 1 level every two months or thereabouts) for the lower levels ?
LokiOne said:Also ... None of my Players have EVER used the Combat Options that provide colourful ways to deal with opponents. They just seem to be 'too far away'.
IMO only a few two-handed weapons (the greatsword, tulwar, bardiche and two or three others) are overpowered. From the SRD or D&D 3.5 to Conan, most weapons had a one die increase (all light and one-handed weapons, some two-handed weapons). IMO the war spear (1d10) or the greatclub should not be made weaker, but only the few two-handed weapons who were increased by two steps (that's what I did). Or, like you suggested it, increase all light, one-handed but also the weakest two-handed weapons if you want more mortality in your games. In REH's Conan stories, our favorite barbarian doesn't fight often two-handed and IMO the emphasis made on some two-handed weapons was unbalancing and not in-genre. I will post later the list of weapons I've altered if you're interested (I don't have my RPG stuff at hand right now).Clovenhoof said:EDIT: a right... I'm also considering to change the weapon damage... either nerf Two-handers one step (from 2d10 to 2d8) or up everything else one step (d10 -> d12, d12 -> 2d8, etc.). There's been a discussion about this matter ever since.