D&D 5E Have a new player that I will be DMing, got some questions.

aco175

Legend
I would recommend not multiclassing and just go with a subclass that has spells like the eldritch knight. You can play an abbreviated game with the PC at 3rd level and try things out to get to experience lower level combat and spells and fiddle a bit with skill checks and saves before getting too many options at higher levels. Ultimately I would rather see starting a new campaign with all the characters at 1st level.

You also could run into the problem with playing a game and the player does not like D&D and does not want to play anymore. Maybe run a one-shot with pregenerated characters over a couple hours to see before getting in too deep.

Starting at the same level as everyone else (9th) works, but the new player might need a lot of help. Most people learn best by doing, so the first night of play might be slower than you want, the next could pick back up again. Spells would be the hardest part to get though so maybe having the spell descriptions printed out will work- like 4e spell cards.

It also depends on the campaign. If I have been running a game for 6 months with my 5 friends and a new player want to try it out, I might not want to stop my normal game. I could make a reason to bring in a new player for a night, or recently in my game I have several henchmen of the players main characters that could go on a lower level adventure and still be part of the campaign. I could make a one-shot for a night of play with the normal players using the henchmen and the new player joining at the lower level of 3-5.
 

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J-H

Hero
^^
What he said. Do a one-shot at 3rd level or 5th level and try an Eldritch Knight or Paladin out.
"Use weapons and magic" covers Artificer, Bladesinger, Paladin, Ranger, EK, AT, Warlock, Bard and leaves out only Sorcerer, Monk, Barbarian, and Druid.
 

Longspeak

Adventurer
1) Should I introduce multiclassing to the new player?
IMO, if they're new to the game, best not to complicate right away. Gives them time to get used to the rules, and room to grow if they want.

2) Is having one enemy to start with good enough to explain the game?
If you're going over rules at this with a player, probably, yes.

3) Should I start him off at level 9 like his cousin is?
Harder. I would start a new player a level 1 (or 3, as most of my games have been. BUT, I'm always wary of disparate levels, and feel they can have a negative effect. They take some careful handling. The above idea of a lower level flashback might be fun.
 
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GMMichael

Guide of Modos
1) Should I introduce multiclassing to the new player?
No, since all of the classes and subclasses are pre-multiclassed fighters, thieves, clerics, and wizards. I wouldn't even introduce subclasses to a new player.

2) Is having one enemy to start with good enough to explain the game?
One enemy is too much. You might try a little Boromir-versus-hobbits fight (friendly sparring) to explain the combat rules. (Which, I guess, is the game.)

3) Should I start him off at level 9 like his cousin is?
Level one is a good place to start. Just don't let him stand in any areas of effect.
 

Voadam

Legend
I think the warlock hexblade would be the easiest mechanically to handle for a new player.

Magical pact weapon with OK attacks so you have the melee warrior, eldritch blast for ranged magical zaps, and short rest based limited spells that are still impactful.

I would want juggling spell slots to be the least part of the build.
 

Jaiken

Explorer
Update: Found out about what the player wants to be.
The character has a weapon given to them that grants them powers. Sounds like a Hexblade Warlock to me.
Race is an Aasimar due to being a guardian and having the ability to fly, but isn’t a bird.
Background is a Guardian who watches over the multiverse. So something that gives Survival and Investigation.
 

Mistwell

Crusty Old Meatwad (he/him)
My questions are:

1) Should I introduce multiclassing to the new player?
If they have familiarity with video games then they probably know the concept already. If not, you can mention it, but recommend they stick to a single class until they get their feet wet.
2) Is having one enemy to start with good enough to explain the game?
Sure. It's plenty to talk about initiative, range, movement, attacks, etc..
3) Should I start him off at level 9 like his cousin is?
Yes, but that does make it more complicated to learn the game. It's better for the game if everyone is the same level (or close). But it is meaningfully more complicated to begin at a level many games are about to end with.
 

AegisRom

Villager
For a new player, I’d probably avoid introducing multiclassing right away. It can get pretty confusing when you're still learning the basics, so it’s better to keep it simple with one class at first. As for the enemy, I think starting with one is a solid way to ease them into things without overwhelming them. They’ll get the hang of the mechanics better that way. And about starting at level 9—unless they’re really familiar with the game, I’d say it might be a bit too much. I’d start at a lower level, like 3 or 5, to keep it manageable and still let them feel like they’re progressing.
 


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