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Modules: Starting at Higher Levels


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#1
WinonaVampire

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First of all, I know  I am not the first person to ask this, but I can not find any info anywhere. Please be patient with my first post, I did search.

If you want to play a module designed to start at level 5 (or 10, whatever), how can I make a new character ready to play? Is there an official character creator/trainer? I don't want to use a hack.

Again, I apologize for the repetition, I am sure this question gets old.

#2
Eurypterid

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There are a number of modules you can download that are designed for just this purpose. The one I've usually used is Pretty Good Character Creator. Just get your character ready, save, then import into the module you want to play. Very slick.



Another option is to grab a low level module that ends around the level you want to be and play through it, then import that character into the higher level one. Sort of the campaign style, if you have the time and inclination.

#3
Shadooow

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Good module should give you possibility to get experiences up to the starting level.

#4
WinonaVampire

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Thank you Eurypterid. Going to download so right now!



@ShaDoOoW: You are right, but sadly, not all do :(

#5
Bard Simpson

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ShaDoOoW wrote...

Good module should give you possibility to get experiences up to the starting level.


The problem, though, is that the character will then need to be equipped, requiring a store. This then becomes something of re-inventing the wheel, with several different trainer modules already available. True, it would be convenient for the players, but it would be extra work for the module designers (who already have an appreciable workload). ;)

#6
jmlzemaggo

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"Hey, King Obould, eat my shorts!" Where is this from?

I kind of like it very much... ;-)

#7
olivier leroux

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Bard Simpson wrote...
The problem, though, is that the character will then need to be equipped, requiring a store. This then becomes something of re-inventing the wheel, with several different trainer modules already available. True, it would be convenient for the players, but it would be extra work for the module designers (who already have an appreciable workload). ;)


Actually I think this makes life a lot easier on the module designers, provided they also strip the PCs of their previously acquired items. I know that's not very popular among players but the truth is there's no way to achieve a perfect balance for all PCs if the designer doesn't have any knowledge and control of the items the PCs possess. It can make a big difference if you played this or that module to get to level 5 (for example), so as a player you can never know if you're poorly equipped or much too powerful for a module unless you accept item strips and starting area stores.

Modifié par olivier leroux, 21 septembre 2010 - 09:50 .


#8
Bard Simpson

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As usual, you raise some good points, Olivier. I was thinking (actually, more like reacting while rushing through lunch) about the need to add something at the beginning of a module; with hindsight, I'd have to say it would be a pretty small addition to most any module. Ah, well, at least it keeps those levelers as important tools. :whistle:

jml, the King Obould reference is from chapter three of the OC, while "eat my shorts" is from my cousin Bart. :D

Modifié par Bard Simpson, 21 septembre 2010 - 11:02 .