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Easy-Go Classes for Beginners?
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<blockquote data-quote="jasonbostwick" data-source="post: 4869624" data-attributes="member: 34924"><p>One of my players is exactly the sort that needs a class like this. He likes playing to hang out with us, have a drink, and kill some monsters/pretend to be a pirate/talk in funny accents; but he doesn't have a tactical bone in his body.</p><p></p><p>In our first 4e campaign last summer he wanted to be a retired pirate captain, so I handed him a Warlord. It didn't go over too well, as he'd never played an RPG (TT or CRPG) and couldn't grok the fidgety bits about shifting and flanking that make up most of a Warlord's powers.</p><p></p><p>This campaign he's playing a Rogue, and it is going a bit better - all he has to do now is make sure he is flanking and use Sly Flourish, and the other players are helpful in pointing out other situations he can sneak attack in.</p><p></p><p>It seems though that the the main improvement has been that the character is optimized to hit. He hits on pretty much anything but a one thanks to 20 Dex, Weapon Expertise, Nimble Blade, and Rogue Weapon Talent (Daggers) and he has a few potions of clarity if he ever blows it.</p><p></p><p>For my newbies, I've found that frustration from missing is as big as a problem as picking powers. After the player has tried to wrap their head around what they're going to do, the effort can be wasted if they blow the die roll.</p></blockquote><p></p>
[QUOTE="jasonbostwick, post: 4869624, member: 34924"] One of my players is exactly the sort that needs a class like this. He likes playing to hang out with us, have a drink, and kill some monsters/pretend to be a pirate/talk in funny accents; but he doesn't have a tactical bone in his body. In our first 4e campaign last summer he wanted to be a retired pirate captain, so I handed him a Warlord. It didn't go over too well, as he'd never played an RPG (TT or CRPG) and couldn't grok the fidgety bits about shifting and flanking that make up most of a Warlord's powers. This campaign he's playing a Rogue, and it is going a bit better - all he has to do now is make sure he is flanking and use Sly Flourish, and the other players are helpful in pointing out other situations he can sneak attack in. It seems though that the the main improvement has been that the character is optimized to hit. He hits on pretty much anything but a one thanks to 20 Dex, Weapon Expertise, Nimble Blade, and Rogue Weapon Talent (Daggers) and he has a few potions of clarity if he ever blows it. For my newbies, I've found that frustration from missing is as big as a problem as picking powers. After the player has tried to wrap their head around what they're going to do, the effort can be wasted if they blow the die roll. [/QUOTE]
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