D&D 4E New players, new to 4e, 14th-level campaign

You could just build the 14th level characters in as straightforwards a way as possible. Stick to static benefits from feats (toughness, durable, weapon focus etc etc). Choose powers that have defined niches (this is your power to use on one big guy. This is your power to use on lots of small guys. This is your power to use when you're low on hitpoints) etc. Try to choose dailies that are just bigger and better versions of the encounter powers that you choose. Avoid anything that requires positioning or use of complex tactics(rogue is NOT a good pick unless your players have already played earlier editions of D&D and understand tactical movement).
 

log in or register to remove this ad

You could work with them and develop a PC using the companion rules from the DMG II and then after a couple session, augment the companion to a full PC.
 

I don't know, I haven't watched play at that level yet, but I'd imagine that a full blown character with only like 6 combat choices available to them (2 at wills, 2 encounters, and 2 dailies without any of the multiple choice powers) shouldn't be too hard to grasp, right?

Here's your full character. Now, just until you get the hang of things, why don't you only try wrapping your head around only these 6 powers. The rest of them are available to you if you want to tread out into the deep end, but for now, try to focus on only these 6.

If you want to give them a little bit of a safeguard, make it so that their characters maybe auto stabilize when they hit 0? Maybe use that as the benchmark: If you want to use all your powers, the training wheels come off and your character can die.
 

It *seems* like 6, but it is actually twice that, probably more.

Factor in class abilities (Quarry, mark, implement, CD), Racial powers, feats that alter powers, and magic items. Suddenly it is a little more than a newbie should be expected to hold in their head at once.

Work with them to build a class along the archetype they want. You should do most of the actual heavy lifting. When they start, have their power cards laid out in whatever order makes most sense (at will vs encounter, or standard vs interrupt). Assign them *one* helper. A fellow player that has at least a rudimentary knowledge of the class, and agood knowlege of the rules. That person should help the new player decide what to do, and more importantly, why they should do it.

Not assigning just this one person can lead to a free-for-all, where anyone with a lick of experience shouts out their suggestions, and overwhelms the new player.

I'd recommend *against* using companion rules, NPC rules, or any other variant. You would be teaching them the game twice, in a sense, and you don't want to have to do that.

Jay
 

Limiting things to PHB only at first may be a good idea, since that really reduces the number of things you may need to think about. Especially feats, maybe house-rule in some simple feats like weapon expertise and Melee Training that only affect numbers and can be worked out before hand.
 

Maybe have them be a monster for the first couple of games until they work out the basics? It would save you the trouble of working out magic items and all that jazz, and most monsters only have a couple of powers to deal with. It could be unbalancing as hell though.

It may honestly just be best to talk them through character generation (I hope you have DDI, it'll make that so much easier) and guide them towards a "standard" version of the class they want to play, no frills or complicated combos.
 
Last edited:

Why not have them build the PC as they go? Have them start the adventure with level-appropriate hit points, defenses, ability scores, etc. but let them choose just two at-will abilities, one encounter attack power, one daily attack power and a feat in addition to their class and racial abilities. During any encounter, any time they declare they want to try something new and different, and there is an appropriate ability (power, feat, etc.) they can spend a choice to pick that. After each fight, they pick one more ability: an encounter attack power, a daily attack power, a utility power, a feat, etc. Repeat until all choices have been made.
 


Give them a concise bullet-point sheet of character tactics as guidelines.

"If it's lots of little squishy guys, use blah move action power and blah attack power"
"If it's one scary guy left, get into flank and use blah debuffing attack"
"If that PC uses that ability, it's time to break out the wombo combo of blah and blah"
 

Here's your full character. Now, just until you get the hang of things, why don't you only try wrapping your head around only these 6 powers. The rest of them are available to you if you want to tread out into the deep end, but for now, try to focus on only these 6.
You know, this is a smart approach. I think I'll go with this, and ease them into everything.

Thanks for the advice, everyone!

-O
 

Remove ads

Top