Standard procedure usually dictates that parties of adventures consist of a well-balanced variety of classical adventuring types—at least a couple of warriors, somebody sneaky, somebody with some healing skills, and one or more spell-slingers. A few of our greatest adventures have involved characters of a less adventurous sort. This most often happens in modern settings, where characters are reporters, scientists, or librarians, but is just as valid in a traditional fantasy setting.
Although uncomfortable for hardcore power-gamers, these campaigns take a light approach to powers and abilities, focusing more on character-development. Of course, these characters provide plenty of room for growth as well . . .
A non-heroic fantasy party would start with conservative 3d6 rolls for attributes, 4 hit points, racial bonuses, and 2 x (2 + INT) skill points (Min 2), and 1 feat. (I usually give my characters an extra feat across the board to begin with anyway—so many feats, so few levels . . . ) Saving throws start at 0 / 0 / 0, with a base attack of 0.
Skills and feats would need to be spent in ways compatible with their mundane (as in non-fantasy, not necessarily boring) profession. Then after having proved themselves “heroic” the characters would slowly being to discover their true talents and abilities . . . adjusting them to the point of 1st level characters.
I find this approach works very well in a hero-scarce environment, allowing the players to fell significant at even 1st level.
Starting with a solid background idea (even without the details), and a streamlined character development process (technically the impact of their choices upfront have little bearing on the eventual class choices their make), allow characters to develop as a realistic reaction to the world around them. It also has the added benefits of quickly getting into play and minimizes complex character rules for beginning players.
Thursday, March 30, 2006
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