Opportunity Actions: Why Does 1st Level (Have To) Suck?
When starting a campaign, I’ve always noticed a tendency for players and DMs alike to inevitably ask, “What level are we starting at?”

I always get confused by this question. There’s a starting level other than 1? You’re kidding, right?
A Disclaimer
The ideas presented here are not all-encompassing. I’m not accounting for one-shots, short-term campaigns, or other types of limited-scope games. This really points at long term campaigns where people plan on playing for longer than a few sessions.
The Inherent Problem
Why must we start higher than level 1? Level 1 represents an entry level hero. Starting a campaign higher than that assumes that the character has been adventuring for some time, and has earned some accolades along the way. As you start a campaign, you haven’t done anything yet.
I don’t like the idea of starting a campaign with great acheivements already in the past. If a character has the potential to acheive great things, that character should be given the space to do so. I’m a major proponent of “Show, Don’t Tell”, where a character should be doing fantastic things, as opposed to telling great stories after the fact.
Some players and DMs, however, feel that level 1 is too weak to play a fun game. Is it that the characters are too weak, or is it that the players aren’t taking what they’re given at level 1, and recognizing the potential inherent in pushing character design out into every unused corner?
Journey vs. Destination
Something to think about: The value of a story is in getting there, not just the end point. If we chop off the early parts of an adventurer or adventuring party’s journey, we run a very high risk of cheapening the experience. The further away from the starting point we get, the more spectacular the events should naturally become.
The Opposite of 11

A well known movie about a fictional rock band mentions an amp that goes to 11. The interviewer asks, “Why not make 10 louder?”
I put forth this notion: Why not make level 1 better? Make the challenges more exciting. Make the puzzles more interesting. Give the mysteries more layers. Whether my wizard can barely light a match or vaporize a city is irrelevant if he unlocks the mystery that has plagued a region for decades.
I say that early levels should be the warm up levels, if nothing else. As you wend your way through those levels, Your creative juices are gettingused to the idead of amazing and fantastical concepts. By the time you hit those middle levels, you should be in your stride, making exciting choices, and keeping yourself and others involved. By the time you’re in what some systems call the ‘Epic’ levels, you should really be testing the limits of your imagination, rewriting realities, inventing universes; in effect being the epic being your character portends to be.
Conclusions
Start at level 1. There’s great adventure to be had there. Live in the world before you become so powerful that it no longer means all that much to you. Dealing with human issues means nothing to creatures that have passed beyond humanity’s trifles. Remember that, and later levels are automatically a triumph.
Watch your threatened squares. Don’t let them threaten you.
IMAGE NOTES: The drawing of the writer was found at Game Informer. This Is Spinal Tap is the property of MGM Studios. Motivational poster was found at Giant in the Playground.
RPGBN
In 4e, I like starting my games at level 2 for a few reasons. From a story/character perspective, it gives the player more leeway to potentially have a background that has more evidence of experience. If your warlord has been a mercenary for the last 5 years, shouldn’t they be at least a little better than a downy-cheeked warlord who just graduated from a military academy? Not every player takes advantage of that opportunity, and indeed many don’t, but I like offering that little bit of flexibility to the players to help them make their characters mechanics and backstory line up a bit better.
Mechanically speaking, I like starting at level 2 because as a player it gives me that one more additional power I can use and an additional feat. It let’s me feel a bit more customized, different than every other player with that class. It also might mean a magical item and that’s always fun. As a DM, I like starting at level 2 because I get a few extra monsters that I can use as-is and a few more still that I can use with some tweaking to throw at my players.