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Favorite builds for noobs?
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<blockquote data-quote="Gorg" data-source="post: 9878546" data-attributes="member: 7029501"><p>As a noob, I would definitely recommend NOT worrying about "builds", and just have a look at the intro blurbs for each class in the Players Handbook- and pick one that looks interesting and fun to play. Same for races. We can all give advice- but YOU are the one who will be playing it.</p><p></p><p> If you do end up going for a spellcaster ( because magic is what attracted many of us to the game in the first place!)- a great tip:</p><p></p><p> grab an extra sheet of paper, and make yourself a crib sheet of all the spells your character knows. inc name, level, casting time (most are 1 action, but a few are not- and you want to know that!), range, and whether or not it requires concentration. under that, write the description of what it does- with all important details. Keep it with your character sheet, and reference it during play.</p><p></p><p> Way, WAY more convenient, than digging through the books to find out that info when you want to cast it. And the act of writing it all down helps you get a feel for what they do, and how they work.</p><p></p><p> bonus tip. Some classes, notably Wizards and Eldritch Knights, need you to know the SCHOOL of the spell, too. Wizards, because it's part of your subclass- you pick one to "specialize" in; EK's, because they are mostly restricted to evocation and abjuration spells. And since WOTC chose NOT to include that information in the spell lists by class...</p><p></p><p> For example: I play an Abjuration Wizard. One of it's core class abilities, is the ability to create a defensive field. To do so, you cast an abjuration spell, and use this ability to create the field at the same time. This field has a pool of hit points, and any attack that hits you damages this, first. It lasts for a day. You recharge it by casting more Abjuration spells. So it pays to know at a glance which those spells are! Later on, you can also use this field to protect others. I put the notation (A) next to each abjuration spell in my spellbook, and on the list of today's prepared spells. Just a little thing to make my life easier come game time.</p><p></p><p></p><p> Currently, Clerics and Barbarians are my favorites to play. </p><p></p><p> The latter for sheer HULK SMASH!!! capability, (half Orc is a GREAT choice for a Barbarian- they are practically made for each other!)</p><p></p><p> and Clerics, because they are a very well rounded class- and there are a lot of cool options for subclass. you can cast spells, channel divine might, act as a fighter, if need be, AND wear armor. nd most are glad to have you around, because you can heal wounds, and even bring people back from the dead.</p></blockquote><p></p>
[QUOTE="Gorg, post: 9878546, member: 7029501"] As a noob, I would definitely recommend NOT worrying about "builds", and just have a look at the intro blurbs for each class in the Players Handbook- and pick one that looks interesting and fun to play. Same for races. We can all give advice- but YOU are the one who will be playing it. If you do end up going for a spellcaster ( because magic is what attracted many of us to the game in the first place!)- a great tip: grab an extra sheet of paper, and make yourself a crib sheet of all the spells your character knows. inc name, level, casting time (most are 1 action, but a few are not- and you want to know that!), range, and whether or not it requires concentration. under that, write the description of what it does- with all important details. Keep it with your character sheet, and reference it during play. Way, WAY more convenient, than digging through the books to find out that info when you want to cast it. And the act of writing it all down helps you get a feel for what they do, and how they work. bonus tip. Some classes, notably Wizards and Eldritch Knights, need you to know the SCHOOL of the spell, too. Wizards, because it's part of your subclass- you pick one to "specialize" in; EK's, because they are mostly restricted to evocation and abjuration spells. And since WOTC chose NOT to include that information in the spell lists by class... For example: I play an Abjuration Wizard. One of it's core class abilities, is the ability to create a defensive field. To do so, you cast an abjuration spell, and use this ability to create the field at the same time. This field has a pool of hit points, and any attack that hits you damages this, first. It lasts for a day. You recharge it by casting more Abjuration spells. So it pays to know at a glance which those spells are! Later on, you can also use this field to protect others. I put the notation (A) next to each abjuration spell in my spellbook, and on the list of today's prepared spells. Just a little thing to make my life easier come game time. Currently, Clerics and Barbarians are my favorites to play. The latter for sheer HULK SMASH!!! capability, (half Orc is a GREAT choice for a Barbarian- they are practically made for each other!) and Clerics, because they are a very well rounded class- and there are a lot of cool options for subclass. you can cast spells, channel divine might, act as a fighter, if need be, AND wear armor. nd most are glad to have you around, because you can heal wounds, and even bring people back from the dead. [/QUOTE]
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