Old Scratch wrote:
I ran into a bit of a problem when running a funnel adventure recently. One of the characters that was created was an Elven Sage. I understand how to create 0-level humans, but what abilities does a 0-level Elf, Dwarf, or Halfling have? Do they not have infravision, immunity to sleep, or vulnerability to iron? Do these traits simply appear once they reach 1st level? I had to handle the problem by making that elf character 1st level, while the others remained 0-level. I also let each player make one of their characters 1st level to be fair.
Am I missing something in the rules? Has anyone else had this problem?
Yep, and IIRC it was told, that you get your racial abilities at zero level - like infravision, detecting traps easier.
Tortog wrote:
Also, I recall Mr. G posting that non-humans can have a class, they just don't get to keep any of their racial abilities...
I thought the same until Mr. G wrote somewhere that unless you house rule it otherwise, demi-humans can only take demi-human classes.
raskal wrote:
For example, one of my players rolls 4 0-level characters and 2 of them are halflings. The only survivors of the first adventure are these 2 halflings. So now the player will play two 1st level halflings (2 PC of the same class)
The class here is a loose archetype of classic fantasy literature, not an adventuring profession like in AD&D. Two halflings can be just as different as two warriors, wizards. Just check their ability scores, their profession, their birth augur, their equipment and (the most important part) their personality. Check out Lord of the Rings. The fellowship had a wizard, two warriors, an elf, a dwarf, four halflings. Boromir and Aragorn were just as different from each other, like Frodo and Sam.
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Vorpal Mace: a humble rpg blog with some DCC-related stuff.