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Boosted Classes

Posted: Fri Sep 25, 2020 11:20 pm
by Dimirag
From time to time somebody ask about using more experienced characters, one common answer is to start them with 5000 XP (or other value), that is the start of this supplement with a couple twist added.
What if the 5000 XP character where actually 1st level pc and then started improving normally, but that is a simple thing, so, how about adding more special abilities rounding up their "boosted" status?

Files are on the Showcase

Re: Boosted Classes

Posted: Sun Oct 18, 2020 4:07 pm
by PendragonTX
What I've been doing for years, both for starter-levels, and for inserting PCs into existing higher level games, is this: pick an appropriate level, give them all they should have at that level including appropriate magic and unspent loot. Do NOT give them any xps. They are, so to speak, "buying on credit". They earn xps normally, eventually catch up, and take a pass on magic until they are caught up.
It reduces the "massacre rating", while making sure the players feel they have *earned* everything.

Re: Boosted Classes

Posted: Sun Oct 18, 2020 4:25 pm
by teaman
I always start everyone at 3rd level and max HP to improve survivabilty. But that's just my take, not gospel.

Re: Boosted Classes

Posted: Sun Oct 18, 2020 4:38 pm
by Dimirag
As each class has its own XP cost, using the same level for every class is not the best option although easier.
And starting beyond first level means that, the character is not a first level one.

Re: Boosted Classes

Posted: Sun Oct 18, 2020 7:26 pm
by Seven
Somebody gave me the Basic set which stops at level 3.
I played with only that for a while before I bought all the Advanced books.
It would be very weird for me to start at level 3.
I guess I just start slow.

Re: Boosted Classes

Posted: Sun Oct 18, 2020 8:12 pm
by Rosisha
I always start at first level and also enjoy playing at first level. I like to see if I CAN survive. It makes it fun for me!

Re: Boosted Classes

Posted: Mon Oct 19, 2020 7:09 am
by Seven
I've hardly ever played this game, except in tournaments.
I've mostly been DM and played in different games.
So I mostly look at classes from an NPC angle.


"Some referees feel the game is a failure if half the player characters are not killed in each game!" -- J. Eric Holmes, Fantasy Role Playing Games

Re: Boosted Classes

Posted: Mon Oct 26, 2020 7:03 am
by Brimstone
PendragonTX wrote: Sun Oct 18, 2020 4:07 pm What I've been doing for years, both for starter-levels, and for inserting PCs into existing higher level games, is this: pick an appropriate level, give them all they should have at that level including appropriate magic and unspent loot. Do NOT give them any xps. They are, so to speak, "buying on credit". They earn xps normally, eventually catch up, and take a pass on magic until they are caught up.
It reduces the "massacre rating", while making sure the players feel they have *earned* everything.
That's interesting.

Re: Boosted Classes

Posted: Fri Oct 30, 2020 9:43 am
by CptClyde
Just reading this now. I love this optional material. This and the "Quasi-classes" and "Combat" supplements specifically are what makes BFRGP so magical to me. You get a simple, clean core rules set (in one book!) and can add on material as you wish to dial up the crunch depending on your group.
I could see this supplement being perfect for enticing D&D 5e players over to the darkside!

Re: Boosted Classes

Posted: Fri Oct 30, 2020 5:30 pm
by Rosisha
Once I was in a 2e game using the Tales of the Lance boxed set, and the DM had us start as npc commoners and based on our decisions we could then pick a class. That was actually a lot of fun.