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<blockquote data-quote="Kalshane" data-source="post: 6815443" data-attributes="member: 9505"><p>I'll second going with Point Buy or Standard Array to start. While rolling for stats is classic D&D there's enough variables with new players that you don't want them to get soured on the game or a class because they rolled poorly, or one person rolled drastically better than everyone else.</p><p></p><p>Have pre-gens ready, but give them the option of making their own character. With the Standard Array character gen can go really quickly and it's tough for someone to cripple their character (short of putting the 8 in Con or a stat essential to their character class).</p><p></p><p>Don't be afraid to hand-hold them a little bit. Don't tell them what they should be doing, but if they reach a decision point and seem confused, give a brief listing of their options (while mentioning it's not an exhaustive list) and quick pros and cons for each. Or remind them they have a special ability that might be relevant to a situation. "You still have a bonus action left and that last blow left you pretty hurt. Would you like to use your Second Wind?" As others have mentioned, be a little more overt in describing monster attributes (ie "This monster gets to roll extra damage when attacking alongside an ally" or "The skeleton's ribcage shatters on impact from Mary's mace. The blunt force of the weapon seems to hurt it a lot more than Steve's axe did.")</p></blockquote><p></p>
[QUOTE="Kalshane, post: 6815443, member: 9505"] I'll second going with Point Buy or Standard Array to start. While rolling for stats is classic D&D there's enough variables with new players that you don't want them to get soured on the game or a class because they rolled poorly, or one person rolled drastically better than everyone else. Have pre-gens ready, but give them the option of making their own character. With the Standard Array character gen can go really quickly and it's tough for someone to cripple their character (short of putting the 8 in Con or a stat essential to their character class). Don't be afraid to hand-hold them a little bit. Don't tell them what they should be doing, but if they reach a decision point and seem confused, give a brief listing of their options (while mentioning it's not an exhaustive list) and quick pros and cons for each. Or remind them they have a special ability that might be relevant to a situation. "You still have a bonus action left and that last blow left you pretty hurt. Would you like to use your Second Wind?" As others have mentioned, be a little more overt in describing monster attributes (ie "This monster gets to roll extra damage when attacking alongside an ally" or "The skeleton's ribcage shatters on impact from Mary's mace. The blunt force of the weapon seems to hurt it a lot more than Steve's axe did.") [/QUOTE]
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