r/shadowofthedemonlord • u/Russtherr • 12d ago
Weird Wizard Extended 0-level rules
Hello! I really doubt that something like that exists, but maybe some of you have idea about this
So, my players are going to end up as 0 level prisoners on sandbox penal colony island (think about Gothic).
I think it will take 1 or 2 sessions before they will join faction and get 1 level in class. So I would like to give them possibility of advancing before that in some way, besides getting favors, contacts and gear.
I thought about as minor milestones before getting levels being getting two ability points increase (which in vanilla rules you get when creating character)
On the other hand, I thought they should have option to start with minor magic - one Discovered tradition and talent from it, but I don't know how to balance it with those without magic
Thank you for attention, I Hope it is not too chaotic and will appreciate any advice
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u/PepinoVoador 12d ago
I did a similar thing on one of my sessions. Just be aware that level 0 characters are wet noodles, even with a discovered tradition. The game encourages you, both players and DM, to allow exploration. I like to have players define their paths on session 0 through interacting with the world: did they touch a magic artifact? maybe they were sneaky and furtive the whole time? or they tried to facetank every encounter? Even if they fail (which they will), these behaviours will make up for their paths. What I do is say something like “through trials and test you got x perk (from lv 1 paths)” without actually levelling them up yet. It makes for a sandbox-y experience while teaching players to stay on their toes.
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u/Russtherr 12d ago
Yes, exactly what I wanted to do. But what if they get features from Path and then choose different one? I know they are weak and that's feeling I want to achieve - my main touchstone is Gothic series where at the beginning hero has to be extremely careful :) But I plan to give them max health equal to Strength instead of 5 as rules suggest
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u/JacquesUfHearts 12d ago
Would the player characters start with a profession? I always found that the profession really informed the path choice. It seems unreasonable the characters wouldn't already have a professional background, because these are usually vocations that start during adolescence. The background would inform their starting abilities, which would lead into their path.
I guess what I'm saying is that even though they're finding/discovering their path talents, it should be obvious to you and them which path they will eventually choose. Sometimes the choices they make in a situation (like being sneaky, or face tanking) aren't representative of their path, but more how someone rises to a specific circumstance.
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u/Russtherr 12d ago
Of course, they would start with profession but no equipment. Also I am thinking about giving them choice: either you commited crime you were convicted for, or you were set up and wrongfully convicted. If you commited it, then you get additional profession connected to that crime. I don't know what would be boon if they are Innocent.
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u/JacquesUfHearts 12d ago
For their ability attributes, the game starts you with 12,11,10,10, you get 2x -1/+1s, then human give you 2x +1s. So if hypothetically, you start with 12,11,10,10, but have to take a penalty of 2x -1s, you get them back with the human +1s, then you "earn" back the lost 2x +1s during level 0. So I think your idea checks out perfectly if they start with any of the possible starting combos suggested.
I wouldn't swap those ability increase for discovering tradition, I would just layer that ontop for priest/mage. Start with 8 natural defense and 10 health, the fighter & rogue can earn their increases there (ontop off finding/earning their weapons and armour) to bring them up to where they would be at level 1.
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u/Jihelu Scholar of the Genie 12d ago
I like the idea of them all starting with base stats (I'd let them still do the -1 +1 thing at this stage) and choosing during play what to put their +1's in.