Scott Kellogg wrote:
I'm still solving how to promote the zeroes to first level in a way that makes some kind of sense.
The time passage is really classic, and I approve!
I am now giving XP after each encounter, and characters level when they do. For me this means any non-magical classes just get better at what they do. It is a real function of experience. For clerics, their divine patron gives them more of his attention. Initial level as a cleric is divine election...the god fills the vessel with his power. Can happen anywhere, anywhen, when 0-level peasants challenge great things. Wizards get the chance to learn spells, but don't actually learn them immediately, so this is fine with me, too.
I came up with a house rule to allow wizards and elves to learn spells on the fly. You can find it here:
http://ravencrowking.blogspot.ca/2012/0 ... ls-on.htmlI also allow significant animals that survive the funnel to gain more hit points:
http://ravencrowking.blogspot.ca/2012/0 ... -to-0.htmlRecently, running
Sailors on the Starless Sea,
most of the surviving PCs levelled after the encounter with the Chaos Leviathan. (A few, who were picked up as extras in the tower, have not yet levelled). From the point of view of the characters, they were just some schlubs who, having survived something awesome, were filled with greater confidence (and hence prowess). We also ended up with a cleric who, interestingly enough, is Chaotic, and thus is filled with dark power from the Chaos Temple.
The session ended with the dwarf calling out the beastmen instead of trying to sneak up the ziggurat. The ship is swarmed, and the beastmen have dragged several PCs onto the beach, and a couple to the foot of the ziggurat. The funny thing about that happening is that the dwarf is one of the few 0-lvl characters left in the group!
Anyway, suffice it to say that my initial concerns about levelling in situ have dissipated. It works well, and can have all kinds of awesome results.
RC