Coleston the Cavalier wrote:
The full set of rules does give some direction for creating characters at a higher level.
Nope. I was wrong about that, although I do not have the last 1/4 of the text.
Part of the charm of DCC RPG is that "adventuring costs," and by third or fourth level, you are hard-pressed to find a magic-user that does not show the results of mercurial magic or corruption, a cleric that is not frustrated by his god's inattention or fickleness, a fight that does not show the scars of having taken a massive blow from a monsters or even a dwarf that has been radically altered by being exposed to hazards and elements from other dimensions.
DCC RPG is not like most modern rpgs in that the characters never become, perfect, pretty 175% completely competent monster slayers that could still win any beauty (handsome) pageant. That is just not going to happen with DCC RPG.
DCC RPG also has a much lower power curve than most rpgs (even OD&D for that matter). In most settings, characters fifth level and higher will be extremely sparse and almost always known region-wide. In addition, most monsters do not scale higher in hit dice (some do). Most more dangerous monsters come with more dangerous attacks. With DCC RPG, I can see almost no problem introducing a couple of zero level characters into a party of second, third, fourth or even fifth level characters. Sure, the leveled characters will potentially have few more points of bonus to there saving, skill and attack rolls and hit points, but even those characters are still highly susceptible to damage and death from ordinary dangers.
However, I can see the need for providing some "pre-played" characters for pick-up or con games. I think I can look into providing it.
Brave Halfling Publishing