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First Adventure: Kobold Hall vs Keep on the Shadowfell
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<blockquote data-quote="Connorsrpg" data-source="post: 4267634" data-attributes="member: 19265"><p>I have used several pre-gens for the playtests I have run and they are fine...for playtests. If you intend to continue with the characters and level up (play a campaign of any degree) then I strongly suggest building your own characters. Players have little to no conection with a pregen and that will get worse as the game advances, b/c they will be learning new things and think, 'Hey why can't I do that'? etc.</p><p></p><p>At least if given the choice up front it is their choice/fault. But being new you can be lenient too (retraining rules sound like they are good for this).</p><p></p><p>Some tips to help out beginners:</p><p>1. Have them choose a picture (or mini) as their character FIRST. Then they can build around that. Even if you choose a pic from the core books. It gives a focus and is fast for generating gear, etc. There is often no better way for a beginner to latch on to a character than finding an awesome pic and saying 'that is you' <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>2. If they WANT a pregen use them. (Against what I said earlier, but no use stopping a player that wants them). The fact the pregen pics don't match the gear/powers irks me, as it makes my point above hard.</p><p>3. Ask, 'what do you want your character to do'? Again, before the books. Ie: throw fire, use two-hand sword, etc. This will give you an idea on which abilities and powers to pick.</p><p>4. Players often adapt well. Whilst there are more choices in 4e, they are limited to small areas. Only a few at-wills, dailies, etc. Not like choosing 1st level wizard spells from enourmous lists <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Let them pour over the books and maybe devote whole first session to creating characters.</p><p></p><p>(If all else fails, have them roll powers randomly <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />...I know this will not sit with modern play 'optimum builds', but I love randomness and quirky characters <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />).</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 4267634, member: 19265"] I have used several pre-gens for the playtests I have run and they are fine...for playtests. If you intend to continue with the characters and level up (play a campaign of any degree) then I strongly suggest building your own characters. Players have little to no conection with a pregen and that will get worse as the game advances, b/c they will be learning new things and think, 'Hey why can't I do that'? etc. At least if given the choice up front it is their choice/fault. But being new you can be lenient too (retraining rules sound like they are good for this). Some tips to help out beginners: 1. Have them choose a picture (or mini) as their character FIRST. Then they can build around that. Even if you choose a pic from the core books. It gives a focus and is fast for generating gear, etc. There is often no better way for a beginner to latch on to a character than finding an awesome pic and saying 'that is you' :) 2. If they WANT a pregen use them. (Against what I said earlier, but no use stopping a player that wants them). The fact the pregen pics don't match the gear/powers irks me, as it makes my point above hard. 3. Ask, 'what do you want your character to do'? Again, before the books. Ie: throw fire, use two-hand sword, etc. This will give you an idea on which abilities and powers to pick. 4. Players often adapt well. Whilst there are more choices in 4e, they are limited to small areas. Only a few at-wills, dailies, etc. Not like choosing 1st level wizard spells from enourmous lists ;) Let them pour over the books and maybe devote whole first session to creating characters. (If all else fails, have them roll powers randomly ;)...I know this will not sit with modern play 'optimum builds', but I love randomness and quirky characters ;)). [/QUOTE]
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