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New characters and the group..
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Leon The Lion
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PostPosted: Sat Jan 25, 2014 6:05 pm    Post subject: Reply with quote

That's the thing, this actually makes the least sense to me in D&D and similiar games! I mean, the party is level 10. One of them dies. So what now, the player gets a new character at level 1? How are you supposed to balance encounters against that? The power gap between level 1 and 10 is immense! An encounter geared towards a level 10 party will almost guarantee that the level 1 character simply dies again, or else is completely useless. I'm sure the player will have so much fun!

And, regardless of game system, requiring a new player's character to start as a beginning character when everybody else is much more advanced is just being a poor host. What, exactly, are they being punished for? What, because they're new, they have to earn the right to be treated equally to everybody else? It's some kind of hazing ritual, or what? It just boggles my mind.
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garhkal
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PostPosted: Sat Jan 25, 2014 11:39 pm    Post subject: Reply with quote

Maybe not start out at L1 (keeping with the dnd talk) but not all the way up at L9/10.. Say L5 would be ok.
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griff
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PostPosted: Sun Jan 26, 2014 12:10 am    Post subject: Reply with quote

I had always thought that if there were actual players behind the movie characters, than Lando would have been the replacement character for the player that lost Obi-Wan. I would have the player create a new character, and reward all the CPs that the lost character had earned. Only that the new character had to be significally different from the first. No bounty hunter to bounty hunter, maybe bounty hunter to young senatorial, or brash pilot to Ewok.
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DougRed4
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PostPosted: Sun Jan 26, 2014 4:20 am    Post subject: Reply with quote

I have to say, garhkal, I've read some of your responses and thought much the same way as Leon.

The longer and longer I've GMd, the more I've come to the realization that we're all there to have fun. So whereas in years past I might have insisted that people start out with a brand new "Level 1" PC (falling into the trap/logic that the true 'joy' was in building that character up from "zero to hero"), nowadays I would give them whatever was appropriate for that gaming situation/campaign.

So - to use the Star Wars movies as an example of a campaign (keeping with griff's illustration) - if the player of Obi-Wan just lost his PC, why would I insist on him coming into the story with a brand new, inexperienced character (like farmboy Luke)? Why not give him Yoda, or Lando, or Wedge, or Mon Mothma, or Admiral Ackbar, or even Wicket?

More and more in recent years I/we have started games with 'experienced' characters, and it works just fine. In our Star Trek game, we bucked the 'Level 1' trend even more drastically than that. We made our PCs the "bridge crew". So to use Levels as a baseline(that game has Advancements rather than Levels), it would be the equivalent of having the PCs start out as Level 20 (Captain), a few 15-17 (some high ranking Commanders), and all the way down to about Level 3 (for an Ensign). It's worked fine (excellently, really), and that game has the added military aspect of 'rank' (with certain PCs able to "order" and give commands to others. There's not been a single issue with one character being tougher, or more powerful, than another. So much so that I now view the 'old way I used to view it' as antiquated and nonsensical (absolutely no insult intended towards anyone who views things that way, though, as I did the same for decades).

My current SW game has never even seen a character be wounded significantly (so nothing even remotely close to character death). The few times they've faced adversaries that could have wiped them out they've been smart, and have fled or negotiated or avoided combat, etc. So this question hasn't really even come up for us. Replacement characters have been more akin to 'starting' characters, though, being as they're really not that far off from the other PCs.
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garhkal
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PostPosted: Sun Jan 26, 2014 4:17 pm    Post subject: Reply with quote

Part of it (for me) might be that i was raised on RPGs before even looking into PC games where if you died you had to start from scratch, where as many of the new generation of gamers come into RPGs with their PC / console mentality of 'save points' and such, so when they do die, they expect to be able to reload their character from that last point..
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Whill
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PostPosted: Sun Jan 26, 2014 8:14 pm    Post subject: Reply with quote

garhkal wrote:
Part of it (for me) might be that i was raised on RPGs before even looking into PC games where if you died you had to start from scratch, where as many of the new generation of gamers come into RPGs with their PC / console mentality of 'save points' and such, so when they do die, they expect to be able to reload their character from that last point..

The question here is relevant to more than just situations of PC death. As I mentioned a few years ago when I played in Sparks, the start-from-scratch mentality is alive and well in Sparks. Does it ever makes sense in any situation for there to be a huge gap ability level between any PCs? I don't think so. In Sparks, my 18/7 beginning character played in the same group as other PCs that had literally hundreds of CPs in their characters. Whether for new or replacement characters, the PCs shouldn't be that far apart. My Sparks PC having a high Perception meant I got to roll Initiative for the group. Outside of some initiative rolls, I barely had any other successful rolls in 3 adventures. I enjoyed the well-written stories and some of the other players' entertaining role-playing, but that's it.

However I'm not saying that new/replacement PCs should be completely equal to the party average (or their deceased PC's level). But they shouldn't be too far back. How far back should a dead replacement PC be? I take into consideration how the previous PC died. If they died doing something really stupid and/or very poorly role-played, I might make their replacement PC start further back. But if it was just due to really unlucky dice rolls, I would have the replacement PC start only a little bit back from the group's PC with the least CPs built into their character.
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griff
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PostPosted: Sun Jan 26, 2014 8:44 pm    Post subject: Reply with quote

I feel it is important that a replacement characters should be close in skill level of the lost character. If the replacement character would be unable to be very useful to the group. If there is a new player joins the group, I would have the new character be a little farther behind the group than a replacement character, but not much.
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garhkal
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PostPosted: Mon Jan 27, 2014 5:28 pm    Post subject: Reply with quote

Whill wrote:

However I'm not saying that new/replacement PCs should be completely equal to the party average (or their deceased PC's level). But they shouldn't be too far back. How far back should a dead replacement PC be? I take into consideration how the previous PC died. If they died doing something really stupid and/or very poorly role-played, I might make their replacement PC start further back. But if it was just due to really unlucky dice rolls, I would have the replacement PC start only a little bit back from the group's PC with the least CPs built into their character.


Sparks handles that by giving you half value for deceased PCs (which is so much of a rarity that characters die i was surprised they had rules for it!). So i could see starting with that as a value, and grading the death off of that.
Done heroically, like say they stayed back to "Hold off the enemy while everyone else fled" might bump it up 10-20%, where as if it was done stupidly, they lose 10-20% of that..
This way you at least are not starting from scratch, but there is an actual disadvantage for Dying..
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Tinman
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PostPosted: Thu Jan 30, 2014 2:49 pm    Post subject: Reply with quote

We don't generally have a lot of problem with character "power level," as far as players comparing their characters is concerned. It's more often the case that players will question whether their character should even have some particular skill at higher than a certain level (or at all) based on background.

It even happens now and then that players will give their characters minor disadvantages simply because that's part of how they envision the character. The funniest example I can think of was a pilot who suffered from severe cometophobia, and ruled that the character takes twice as long to perform Astrogation tasks because he's obsessively checking to make sure the ship doesn't go anywhere near a comet. (The character was raised in a deeply superstitious culture which considers comets to be harbingers of terrible evil.)
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garhkal
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PostPosted: Thu Jan 30, 2014 4:20 pm    Post subject: Reply with quote

Sweet. Do you by chance have all those 'disadvantages' that your players over the years made up, listed out anywhere?
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Tinman
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PostPosted: Fri Jan 31, 2014 2:25 am    Post subject: Reply with quote

garhkal wrote:
Sweet. Do you by chance have all those 'disadvantages' that your players over the years made up, listed out anywhere?


I've never compiled any sort of list. Most of them have been pretty mundane stuff.. minor allergies, cultural aversions, improperly healed injuries, phobias..

We've had a couple young characters whose age was treated as a Story Factor, very similar to that found with Ewok characters. (People are most often condescending toward them, underestimate them, some adults tend to be protective toward them, and all but the most hardened killers hesitate to gun them down in cold blood.)

One character had horrible facial scarring, and took a penalty to many social interaction rolls (I don't recall to what exact degree) but got a small bonus to Intimidation tests. (These did not apply to interactions with many alien species', because the specifics of the appearance of humans was something they were less sensitive to.)

We had one Jedi who was a member of a diminutive race, and there were a whole series of penalties and bonuses associated with that. (He had trouble using most equipment designed for human sized beings, for instance.. but hiding, sneaking, and doing things involving small detail was easier.) I don't recall the name that was given to the race he was from offhand, but it was a reptilian species and was able to jump quite well and climb surfaces, which mitigated some of his problems with getting around. He was also cold blooded and had some problems if the temperature was too low where he was, and had a mildly venomous bite (though it was never used.) The player also admirably refrained from any "Judge me by my size, do you?" quotes. Laughing His natural diet was also live insects, though autochefs could be programmed to produce a substance he could make do with.

We've had two different alien characters whose native atmospheres were quite different from that of most species', and needed to wear breath masks. One of them had to all the time, the other could survive in a nitrogen-oxygen atmosphere for a few hours at a time without one if necessary.
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garhkal
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PostPosted: Fri Jan 31, 2014 3:51 pm    Post subject: Reply with quote

That makes me wonder what phobias everyone has had characters play with in the past, and whether those people had them just for "story factor" or actually with some in game issues (such as someone who had agorophobia (fear of open spaces) suffering panic attacks when outside)..
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DougRed4
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PostPosted: Fri Jan 31, 2014 7:09 pm    Post subject: Reply with quote

I've never had anyone have any in Star Wars, but they're pretty common in other games we play.

In our long-running supers game, you guys would probably appreciate a "Phobia/Psychosis" one of our heroes had. He believed himself to truly be a Jedi Knight, though the world of 'Star Wars' is clearly a fictional one in our modern, supers world.

So the character dressed and looked like Darth Revas. He carried a wooden stick sloppily painted fluorescent green, and when he wielded it (to fight adversaries) he would make buzzing sounds like a kid playing with a toy lightsaber.

He would commonly quote lines from Star Wars, ascribe mysterious things as being caused by the Force, and the like. Last we'd seen him, he'd built up his own "Jedi Order" that was operating out of a trailer park. Laughing
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Lane Arroway
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PostPosted: Sat Feb 08, 2014 6:44 pm    Post subject: Reply with quote

For those that read my tale in the zombies in star wars thread you know that I've recently lost a player character. Simon, the minor Jedi. The player had plans and hopes for the character as we all do. He had mentioned that he wanted a larger role in the story. He wanted to roll with the big kids in the A-team, so to speak. So, the rest of my players and I brainstormed about a new character for the A-team. We modified an idea from another game and came up with the noble-in-exile. Yes, I'm aware of the template but this was more of a description than stats. You see, in this game one player plays a Jedi Knight and leads a kind-of ragtag rebel fleet in a homemade sector of the midrim. The other major player is a force using specops guy and together with the Jedi handle the major situations. So, if Han and Luke were cruising around with a sidekick like chewy and a droid like Artoo, it seems only natural for Leia to tag along. A member of a ruling house of a major planet in the sector who is outcast in someway. This character would know many of the influential people in the sector and could help form alliances to support the rebellion. Like Leia, this person could be a warrior as well.

Because the characters are so experienced I decided that 15D skill dice and no more than 2D in any skill would be a fair start. I also suggested that the player should write a background for his character. With some starting points from me, the player gave me a decent background and I gave him 2 more dice. If it had more details I would have awarded a total of 3. As it should, the background gave me most of the source material for the introductory adventure for the new character and so far we are 3 sessions into a 5 session game and having a blast.
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garhkal
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PostPosted: Sun Feb 09, 2014 12:20 am    Post subject: Reply with quote

Did everyone else get that boost?
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