| Post/Author/DateTime | Post |
|---|---|
| Kheti sa-Menik10-21-07, 02:49 AM | Hey folks. I'm new to RPGA..just started Living Greyhawk in March of this year. So far, I've only been playing a single character. Which does limit my access to games, and I'd like to try out a couple more classes. I'd like to get a couple characters up and running but I've run into a small issue. I can't seem to find into mods to play. I've been to two RPGA events and neither really ran intro mods, true I've played a few for my first character, but there must be other intro mods out there. Heck I went o the next region over and no intro mods. I am attending an all weekend regional event in another region in November and they aren't running any intro mods either. So, I wonder....would a 1st level character be suitable for adventures that are APL 2? Or would that PC die fast and hard?Are new PCs only suitable for cutting their teeth on intro mods? And why the reluctance to run intro mods? |
| RtrnofdMax10-21-07, 02:55 AM | First level characters will do fine at APL2. In fact 6 1st level characters hits APL2 exactly. Throw in some twos and you'll be fine. Also, the ending story arc includes the greyhawk ruins mods that are made to be started at first level. I am sure that at some point later this year or early next, you will start seeing this mods being hosted. Also, look into online playing options. If you are cool with that style of play, then you open lot's more options. |
| catsclaw10-21-07, 02:25 PM | First level characters will do fine at APL2. In fact 6 1st level characters hits APL2 exactly. Throw in some twos and you'll be fine.Actually, the boilerplate at the beginning of every LG mod I've seen points out that a party of 6 1st level characters are likely to be slaughtered at APL 2, and strongly recommends at a minimum buying some attack dogs to help balance things out. Even that's dicey -- I'd be leery about playing an APL 2 adventure with all level 2's, let alone all level 1's. You could easily find yourself fighting a minotaur (CR 4) or a troll (CR 5), and that's a virtually sure TPK. The power differential between a first and a second level character is truly stunning. I really recommend playing intro mods; if there aren't any running you could try contacting the event organizer and seeing if they could add one (although since LG is going away in 6 months, it may be difficult to find people interested in starting new characters). Otherwise, find third and fourth level characters playing down to APL 2, and hide behind them. |
| kenobi6510-21-07, 08:58 PM | And why the reluctance to run intro mods? Part of the problem with scheduling Intros at organized events is that only 1st level PCs can play Intros, while other "low-level" modules are typically APLs 2-6 or 2-8, and thus, a much wider range of levels can play them. If you're putting together a con schedule, making Intros available does make it easier for new players to come in and join, but it also puts you at risk of having DMs prep for tables that just don't go off (particularly now, with the announcement of the campaign end, which is likely discouraging some players from starting new PCs, or entering the campaign at all). Can a 1st level PC survive at an APL 2 table of a non-Intro module? Certainly, though I've seen more than a few modules that were particularly nasty at APL 2 (there's a regional I played recently -- not from my region -- at APL 2 in which the three combats were an anhkheg, 2 ogres, and a minotaur). As catsclaw suggests, if you need to play "regular" APL 2 modules with your 1st level, make sure you've got some beefier PCs in front of you. |
| Timlagor10-21-07, 11:33 PM | The Core Intro's I've seen have been pretty easy but the Regional ones can be much more deadly than normal APL2s if you're unlucky. 6 1st level characters should have no real problems with most APL2s unless they are all completely new. |
| Reneshat10-22-07, 12:31 AM | The Core Intro's I've seen have been pretty easy but the Regional ones can be much more deadly than normal APL2s if you're unlucky. 6 1st level characters should have no real problems with most APL2s unless they are all completely new. From personal experience the average Dyvers intro is harder than the average Dyvers APL2. So choosing an Intro over APL2 in an attempt to stay alive might not be the best choice depending on your region. |
| TWG_Prometheus10-22-07, 12:50 PM | In my experience, the difficulty of a module at any APL is pretty random. It depends greatly on the party composition and what the author wants to throw at the PCs, as well as how well the CR guidelines hold for the encounters in question. I've seen COR APL 2 modules that were completely and utterly broken (with and without illegal NPC builds) and COR APL 2 modules that I bet I could complete with a party of four level 1 Peasants. My best advice is to not shy away from APL 2 modules. They're relatively equivalent to Intros, plus or minus the random difficulty swings, and it doesn't get any easier (on average) than that. The advice about APL 2 modules being too risky for six level 1 PCs is incorrect in my opinion. |
| Shieldhart9110-31-07, 10:02 PM | Personally, I never like going "brand new" into an APL 2 adventure at Level 1, with nothing but starting gold without a Level 2-3 or even 4 to accompany us all. I do prefer playing Intros- usually two, before I pack in an APL 2. Too many times, have I seen things like Assassin Vines at a low APL (2, usually.) That's rough. Point being, less is always worse at lower APLs. But then again, more is usually pretty bad when healing is so scarce. It all depends on your party composition. Fortunately, in Furyondy- we have rules for intros. Namely...no Vampire Spawns, no Assassin Vines, and usually got going to an EL 4 encounter (ridiculous, no?) Especially when they're from any other book, aside from the Monster Manual. |
| honest21hero11-01-07, 01:03 AM | Speaking of intro mods... If you find any, let me know. I need to find a way to improve my 1st level cleric. Just curious... Since Living Greyhawk is almost over, where can I go to read a summary & play catch-up? I'd hate to start Ruins of Greyhawk without knowing anything about the Bright Lands. |
| bitznarf11-01-07, 10:56 AM | Heh. 'Almost over'. That means that a lot, if not most, home campaigns are 'almost over' even if they hasn't started yet. |
| Iswald11-01-07, 11:15 AM | I've been to two RPGA events and neither really ran intro mods, true I've played a few for my first character, but there must be other intro mods out there. Heck I went o the next region over and no intro mods. Try to organize a table for an intro mod between rounds at an event. Chances are there are a few people who may be interested (though finding a mod that nobody has played makes it difficult). Otherwise, see if you can't organize something before or after the convention. |
| JamesMaissen11-01-07, 01:55 PM | Heh. 'Almost over'. That means that a lot, if not most, home campaigns are 'almost over' even if they hasn't started yet. I don't think most home games would start with 'we're going to give up on this regardless of how you feel at X time'. You could say the same thing about Green Regent and the like, yet longevity was never a selling point with them. Its like hearing about a show that's been canceled early (partial season only).. you're not as likely to want to get into it as you know it won't have a full run. Meanwhile you might be willing to watch a pilot for a show.. and the odds of it lasting are up there with home games. -James |
| Reneshat11-07-07, 01:05 AM | Fortunately, in Furyondy- we have rules for intros. Namely...no Vampire Spawns, no Assassin Vines, and usually got going to an EL 4 encounter (ridiculous, no?) Especially when they're from any other book, aside from the Monster Manual. Try EL 5 or 6, quite common in Intro modules around here. |