Best class for a n00b to play

Emirikol

Adventurer
On a side-subect of "wouldn't D&D be easier if...", we were discussing which classes to make avaialable to newer players (including those who haven't played for a while).

First, I don't think noobs should make their own characters. It may have been true in BD&D to help learn the rules. However, now it just confuses all players and makes them frustrated and not want to play.

Second, of all the classes, I think there are only TWO that a noob should be allowed to play:
Fighter or Sorcerer .. and fighter is looking optional because of the complexity of trying to explain feats to the player.

Of the other classes:
Barbarian-Rage, very liitle role-playing possibility other than "ugh, me kill"
Bard-Yea right.
Cleric-Hmm. Turn undead. Spells. Fight. Domains.
Druid-Yea right.
Monk-You say that I shouldn't get involved in combat but I'm a really good fighter?
Paladin-Alignment, turn, heal, what?!?!
Ranger-I can do what? You need me to do what? Why are you always telling me what to do?
Rogue-SKILLS. Discretion for stealing. Backstab. Nuff said.
Wizard-What the hell is this list? Do I have tor ead all this? Metamagic what?!?!
Psionic - What!?!? another book? What are these PSP's? Why can't I just get 2 per day?
Hexblade, Healer, etc: What?!?! another book?
Unearthed Arcana Generic Class: FEATS? SKILLS? What??? How many rules are there to this stupid game? I hate this. Let's go play xbox.

Third. What should a noob get to choose? A weapon or two if a fighter. A weapon or two if a Sorcerer and maybe choose between these two spells: do you want to charm people or do you want to blast them with a magic missile?

Fourth: Roleplaying: The Noob should immediatley be assigned to another player as some kind of apprentice or cohort or 'relative' of the other character.

Last: The DM should make their ability scores LOW and generic. The fewer modifiers the better. Feats should be automatic and not something that they have to calculate in combat: Toughness, save bonuses, and a skill bonus (something they'll never have to use).

Thoughts?

jh

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And then there's the races...

And then there are the races of D&D. Which is best for a noob? Does this matter as much as class?

Of course, everyone wants to play an elf (especially girl players for some reason). Few people actually choose to play a gnome, hafl-orc, human, or dwarf.

Does race matter as much as class for noobs? Ive got a gal dying to play..guess what race she wants to be? Guess what race the last 7 women in my games have chosen to play? It's like "Elf-eye for the straight guy..."

jh
 

Emirikol said:
Thoughts?

I think the intelligence of new players is being underestimated. Generating a character is the stage that can help them learn what is what. They just need to get the general idea of skills are about, ability bonuses are about, feats are about, etc. I also think they should play the class they want, it is likely to keep them interested if they are playing what they want to play.
 

Emirikol said:
First, I don't think noobs should make their own characters. It may have been true in BD&D to help learn the rules. However, now it just confuses all players and makes them frustrated and not want to play.

This rings true. IMO, this is a large part of the reason that a lot of "new blood" doesnt seem to be entering the hobby without coaching from an existing group of gamers. Between the complicated (to a new player) character generation and the daunting (to many people) rules when used en toto, I was amazed the ONE TIME I heard of a group of 100% self-taught 3e players. You guys are out there, but IME, a rare breed.
 


A Half-Orc Barbarian is perfect for a new player, because mechanically speaking, he's the simplest to play. But honest truth? Why worry about what class he or she plays? The first time out (and the second, and maybe the third) they aren't going to make optimal use of character or rules, and they'll need to learn at minimum the "gist" of every other class anyway, so why not just let them play what they want to play? Or if you set them up, set them up as easily as possible (with most things written out), and just be patient and consistent when they have questions.

For most new players, they will come back if they're having fun - and that's the ONE thing you and your group can provide. They'll discover their "niche" later, what makes them return to game, etc. But for the first sessions, your group's dynamic and your fun quotient will determine whether they like the game enough to keep coming back.
 

Barbarians are more than just "ugh kill" but their rage ability means their scores will be bouncing up and down all over the place. A bad thing for a newb to keep track of.

Fighters are great if you pick all the feats that let them ignore penalties for combat actions. Socerers are great if you pick the spells.

And don't focus on humans so much. I've met a lot of newbs who REALLY want to play an elf the first time out. Why restrict them?
 

In previous editions, fighters were the class of choice for inexperienced or disinterested players. I would suggest a paladin or cleric in third edition. These characters are fairly easy to set up, they get to fight, and they get to heal everyone after combat. Sorcerers are a good choice,too, provided the player realizes he should stay out of melee. If you are going to give them a pregen character, a straightforward fighter is still the best choice, just don't give them power attack or expertise. Of course, the best overall solution is to talk to the player and help them decide what they want to play based on what they think would be most enjoyable, but not too complicated to run. And, most importantly, make sure it fits in with the rest of the party.
 

Hi!

A pregenerated Fighter or Barbarian is best for newbies I think. These get to act quickly, are usefull in almost every battle and their lack of magic keeps them easy to handle. Just give them solid feats to begin with (Improved Initiative, Weapon Focus, Iron Will, Power Attack, etc.) and let the player decide from then on.

Kodam
 

Breakdaddy said:
This rings true. IMO, this is a large part of the reason that a lot of "new blood" doesnt seem to be entering the hobby without coaching from an existing group of gamers. Between the complicated (to a new player) character generation and the daunting (to many people) rules when used en toto, I was amazed the ONE TIME I heard of a group of 100% self-taught 3e players. You guys are out there, but IME, a rare breed.
I got to completely disagree with you. I've dm'd a ton of newbies and it really helps them understand the game if they create their own characters but they do it with the dm there and helping them. When you don't let them creat their own character, you rob them of the idenity of the character.


Now, what doesnt work if you give them 30 minutes to run through everything and expect them to make a character in the short amount of time a normal person would, that may be where your problems hail. With newbies its best to have a whole session just for character creation and dm questions. I do this with new and old players just so that they are playing a character they enjoy. When you force players to have particular characters you steal the fun of d an d, playing a character you enjoy.

Now, as for the question, I would say any non magic class is good for a newbie. This is assuming starting at 1st level. Let the game move slow for a bit allowing the character to get to the mechanics before getting "another" power they have to learn.
 

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