I spoke about PC development here: https://osrpgtalk.net/design-on-character-development/ and this is a continuation of that.
I mentioned the four tiers I think of when I consider character development in my projects. I think a closer look at what those entail is warranted, along with the expected types of development for each. As with everything in my projects, it’s all highly malleable until it isn’t, though that “isn’t” state won’t appear until the final published versions are released into the wild (and additional feedback may change things up even after).
Beginning PCs have established themselves as exemplary in their fields of endeavor. They’re experienced, consistent, and have shown greater capacity than their peers. Thus, they’re not beginning play as “zeroes” in a “zero to hero” process. As mentioned before, they’re beginning as competent performers and develop into reknowned experts.
Ways this shows up, using the D20-based project that riffs on B/X and AD&D as a reference:
- PCs have 0-lvl hp (4-6 hp) and then 1st-lvl hp added to those. Players won’t have to worry about PCs being one-shot by the most basic of foes, though tangling with an ogre still has them in peril of a quick death. A wizard PC will begin with 7 or 8 hp on average, with a fighter having 10 or 11, so a foe striking and doing a D6 damage isn’t likely to be a single-round threat to mortality. (The system also works to reduce hp bloat at higher levels, so the starting hp are a larger portion of what their max hp will end up.)
- PCs begin with larger bonuses to their primary abilities. Fighters, for instance, aren’t beginning with the same chances to hit as all other PCs, they have bonuses that are noticeably better; where other classes have a +0 bonus to hit at the outset, a fighter will have a +2 to +4 bonus, depending on sub-class and which fighting ability is being considered (melle or missile). Fighters are better at fighting in every way from the outset.
- The notable competence extends to many discrete abilities. PCs have a qualitative advantage in class-related abilities when compared to PCs of other classes. A sneaky PC class not only has a bonus to sneaking that other classes lack, but can move more quickly while sneaking.
Now that I’m nailing down sub-systems for playtesting, I’ve been considering exactly what sort of development happens at each tier. This has involved considering when the development needed for each tier actually happens, too –does it all happen prior to reaching that tier or during that tier? When do I expect the character to possess those capabilities? Then, do the abilities show up full-blown, that is, at full capacity and never improving, or do they also develop over time much the same as hit points?
As these are old school systems, I’m inclined to assign improvements in batches at set points instead of having them accumulate in dribbles with something new each level. So fighters begin with the ability to sweep, cleave, sunder, and such at 1st level. Those basic feats/abilities don’t accumulate here and there over time, they’re just part of the basic class abilities for fighters. When new abilities appear, those will arrive in similar bundles reflecting the regular training and experience at that point in development. The system isn’t about the details of how characters gain skills, the system is interested in how the players avail themselves of new capabilities at that point in the character’s life.
I’ve been commenting on fighter development because I’ve been working on that lately to get ready for broader testing. I’ve postulated a great many abilities for the fighter class/sub-classes with an eye to paring back after receiving feedback on them. I expect that I’ve pumped up the class with more than it needs to be viable and interesting, so not all of what’s current will survive to publication. I do know that my take on the fighter won’t be (credibly) criticized as being under-powered.
First Tier
The first tier of play sets a PC up with all of the basic abilities the PC will need throughout the campaign. Fighters will have basic stunts available. Wizards will have basic casting and countering and knowledge skills. A scout will have all of the basic abilities needed for successful travel — orienteering and wayfinding and camping. No PC should have to wait for essential abilities.
That first tier is also the time in play when a PC gains notoriety for personal ability and begins to develop bonds in play within the setting. I expect a good deal of diagetic development to happen in a campaign, and it begins right out of the gate. PCs begin building reputations and come to the attention of the movers and shakers in the world around them (for better or worse). That diagetic development is important within the campaign because the diagetic can get supported mechanically later by the system. (I figure the best way to support diagetic development is to merge it with mechanical development in some fashion.)
Second Tier
The PCs now branch out a bit and begin establishing strong bonds with a social network. The seeds of future political clout are planted. Whether the player wants the PC to primarily adventure when name level and above or to primarily administer a holding (or guild or academy or whatever). The PCs have established themselves as notable in a region and voted Most Likely to Become Movers & Shakers.
Note that diagetic ties to NPCs are not automatically scoring mechanical support. The mechanical support, I think, should be limited to few of these diagetic relationships, so players should choose carefully which to lock in mechanically. I’m also still uncertain as to what form that mechanical support should take.
Third Tier
This is the gateway to high level capabilities. It’s where I think the development should move beyond class-based abilities. It’s when players get to prepare PCs for high-level play without simply being locked into larger numbers of the same ol’ class abilities. Sure, an ability that can support class play whether the PC stays focused on adventuring or becomes a domain ruler would be welcome, so there should be one or two for each class.
Development should be able to move beyond that, though. PCs should be able to gain abilities that aren’t directly related to character class and prime the PCs for continued play at high levels. Becoming conversant with portals for travel to other planes, for example, or learning how to navigate the astral seas in specialized ships. I’m still brainstorming what can/should be available at this point; the abilities need to be useful without providing superpowers of any sort.
Fourth Tier
Well, if we’ve already developed capabilities for high-level play, what else is left? I think at this point, players should be able to fine tune their PCs. To that end, I plan to allow the deprecation of some abilities to replace them with different abilities. That may take the form of taking a reduction in capability with some class abilities to boost other abilities or to gain entirely new abilities.
Development of any domain/organization should be part of this stage of character play, too, of course. What’s been built needs to be maintained and improved.
No Zero-to-Hero
I think it better to describe this development as “competent to expert” with “exploring new realms” on top of it. At no point should the PCs be barely competent enough to wander outside their towns and encounter the wilds of the setting. At no point should the PCs be possessed of superpowers that make them near-invincible. Building expertise and then expanding expertise makes the most sense to me.
