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Help: 5th Level Fighter Build - New Player - Child
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<blockquote data-quote="PaulJohn" data-source="post: 3647976" data-attributes="member: 53376"><p>Thanks for all the input. </p><p></p><p>I had been thinking 5th level mainly because I wanted him to have enough hit points to take some hits, and I know he won't be running away from any encounters. </p><p></p><p>Based on everyone's comments, I'm thinking that maybe I'll start him at 1st level and use a HP reset after each encounter. Something like: "After your sword pierces the last giant mosquito, you take a few minutes to bandage your wounds before moving down the cave." This will lessen the fudge factor a bit (though not eliminate it). </p><p></p><p>I'd already been considering ignoring the 'only rogues can spot traps with DCs over 20', though if I start him at first level, any traps would have a lower DC anyway, so any considerations on that topic can wait. </p><p></p><p>Someone mentioned using a Pre-gen character, and that was my general idea. I wan't really going to involve him in the creation process for this PC, just try and create a basic version of a character sheet (as little extra info as possible), and hand it to him at the beginning of our game. Not sure how much explaining I should do at that point, or if I should just dive into an encouter and let him learn as he goes. Seems to me that when I started (at a much older age), I'd read the books, and everything made so much more sense after the first game session.</p><p></p><p>After he plays the initial character for a while, might take the time to show him the whole character creation process, let him roll dice for stats, and talk about the feats, but all that will be quite a way off I would think. </p><p></p><p>As a side note, I am planning on trying to put in a couple of puzzle type locks/traps. Either something like a circle of colored gems, red, yellow, and blue are in place, and he has to put the orange, purple, and green in the proper spot to represent to combinations of primary colors in order for a door to unlock. Or maybe something where there are stones with some letters on them that rearrange to spell something. He reads at a level a few years ahead of his age, and he's done some 'word jumble' type things in the past, so as long as it isn't too difficult a word, I think he'll manage it, especially if I add in a bit of a clue, or even make it more obvious, like having a picture of a dragon, with the tiles there to spell dragon. </p><p></p><p>Of course, I may also put in a simple locked wooden door for him to have fun bashing his way through. <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></p><p>Again, thanks for the input,</p><p></p><p>Paul</p></blockquote><p></p>
[QUOTE="PaulJohn, post: 3647976, member: 53376"] Thanks for all the input. I had been thinking 5th level mainly because I wanted him to have enough hit points to take some hits, and I know he won't be running away from any encounters. Based on everyone's comments, I'm thinking that maybe I'll start him at 1st level and use a HP reset after each encounter. Something like: "After your sword pierces the last giant mosquito, you take a few minutes to bandage your wounds before moving down the cave." This will lessen the fudge factor a bit (though not eliminate it). I'd already been considering ignoring the 'only rogues can spot traps with DCs over 20', though if I start him at first level, any traps would have a lower DC anyway, so any considerations on that topic can wait. Someone mentioned using a Pre-gen character, and that was my general idea. I wan't really going to involve him in the creation process for this PC, just try and create a basic version of a character sheet (as little extra info as possible), and hand it to him at the beginning of our game. Not sure how much explaining I should do at that point, or if I should just dive into an encouter and let him learn as he goes. Seems to me that when I started (at a much older age), I'd read the books, and everything made so much more sense after the first game session. After he plays the initial character for a while, might take the time to show him the whole character creation process, let him roll dice for stats, and talk about the feats, but all that will be quite a way off I would think. As a side note, I am planning on trying to put in a couple of puzzle type locks/traps. Either something like a circle of colored gems, red, yellow, and blue are in place, and he has to put the orange, purple, and green in the proper spot to represent to combinations of primary colors in order for a door to unlock. Or maybe something where there are stones with some letters on them that rearrange to spell something. He reads at a level a few years ahead of his age, and he's done some 'word jumble' type things in the past, so as long as it isn't too difficult a word, I think he'll manage it, especially if I add in a bit of a clue, or even make it more obvious, like having a picture of a dragon, with the tiles there to spell dragon. Of course, I may also put in a simple locked wooden door for him to have fun bashing his way through. :) Again, thanks for the input, Paul [/QUOTE]
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