|The World|| Campaign Era|
Designing Worlds of Adventure
|Populating the World|| Power Level & Character Points|
Creating PC Templates
Now, with all the vast options of the d20 Advanced system laid out before you, it can be difficult to decide which ones are right for your game. But choosing the right modules can be important to properly supporting the game you want to play. This section will assist you with choosing which modules are right for your players, and for your game as a whole.
Character Modules and Character PointsEdit
With no optional modules selected, characters are expected to start with 6 Character Points per level. This number can be adjusted by the GM to best suit the game. In general, each module you add to the game increases the options players have for character creation, and asking that they invest in the options from those modules without granting additional character points. While possible, it creates characters who are either far below what the game's power level would expect, or only reach the game's power level in a few areas. These badly imbalanced characters could have a great deal of difficulty weathering serious challenges.
Depending on which modules you choose to include in your game, there are different baseline recommendations for the number of starting character points for players:
|A game without feats tends towards simplicity and focuses on the most simple of rules. Very appropriate for new players, and a good foundation to build on if the group plans to add feats in later.||+0|
|Feats||A game where only NPCs have access to feats can be useful when players are supposed to be very mundane, relying more on their wits than their amazing abilities.||+0|
|Most d20 Advanced games will probably make use of feats. If feats are open to all players, you can still restrict feats by type (such as restricting Role Feats or Combat Feats), or even by individual feat, if you prefer.||+3|