One really nice thing with DH is balancing new characters against older established characters is much less a headache than in "other games with elves and swords". What I have been doing so far when a new player has joined the game is have them make their new character with roughly the same experience points as the lowest existing character on the team. It was a good starting method, but as the game progresses I am finding myself rethinking the process.
In particular our team has started to rack up a few successes and are definately starting to attract the attention of other Inquisitors and people of importance. These successes are not without cost, and most of the team have the scars (physical and mental) to prove it! Because several of our players never miss a game and a few are rather more spotty on attendance there is a growing gap in the team as far as XP is concerned. This would be a fatal flaw in a game like D&D (3.5 at least. 4th Ed is pointless). Fortunately this is NOT D&D and the points gap is not in itself a game-breaker. Now the challenge: I am considering inviting a new player into the game and the team is now spread out between rank 3 and rank 5. Putting a new player way behind the bulk of the team is not exactly a great incentive to the newcomer, nor is simply handing them "free XP" very appealing. My current idea is to mesh my earlier "build with this many points" aproach with a bit of player-controlled risk-to-reward management. The basic idea:
Give the new player (or an old player replacing a dead or otherwise retired character) a "safe" fixed amount of XP to build with. The player then has the option of finishing up right there or inflicting a little bit of harm on their new character in exchange for a bit more XP. My current idea is to allow them to "purchase" blocks of 400XP for 1D5 sanity points or corruption points (player choice BEFORE rolling) up to a "hard cap" as determined by the GM or when the player flinches, whatever comes first. This also has the possibility of being used to "catch up" a character who's player missed a few too many games for "good reason". Missed 4 games because you were hospitalized, on vacation or helping your sick grandparent? Give them the option. Missed 5 games because you were hung over? Too bad!
Selecting 400XP as the size of the block is by necessity a little arbitrary, but it seems to be a nice mid-ground number. Not too big, not too small. It also has the added perk (quite deliberate) of being the unit of measure in DH for extra starting gear/money for advanced character creation. (one month pay per each 400xp extra at character creation per DH core).
So new characters will lack some of the fancier custom gear, political favours, contacts and so on that can only be earned in gameplay but are still able to do plenty of "cool things" and reasonably keep up with the other acolytes if they play things smart. They get to decide for themselves if their new character is a fresh and enthusiastic rookie, an experienced operator or a scarred veteran, but NOT a bare-knuckles tyranid slayer fresh out of shrink-wrap with no personal traumas besides that time that mom caught them stealing cookies...
What do you think about this idea? Not looking for blank praise or scorn here. If you have praise, why? If there are flaws you see, what are they? The idea is to put polish on any good ideas and put a bolter shell through the forehead of particularly bad ideas.
PAX IMPERATOR!
I want to commandeer this idea, at least in some similar form, in my upcoming DH game. Now I just have to tweak it in a way that will not completely alienate my players I am sorry to say that they are a group of the most "power-gamer", "loot-hungry" THUGS in the history of RPG's. That is not to say that they don't role-play, or that they don't enjoy that aspect of gaming. Rather, it's just that they only seem to think, even in-character, in terms of risk vs. gain. So, since I don't want to bore my friends/players, I will need to find a median that will allow their mercenary-streak to come through, while still nudging the rewards given in the right direction meaning in the direction of us ALL having a good time gaming. Thanks for the insight.