Help for beginners

I like your style.

Ans in answer to your prior question - yes, tell them it's a different game. Only the name's the same...
 

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But I've been running through my mind how to handle the explanations. Do I try to cover the differences, or just say, "Forget what you thought you knew, this is a completely different game."?

Any advice on this?
How about you ask them, "What is it you'd like to do?" and then you teach them how to do that or close to that within the 3.5 system.
 


1) Human Cleric of Ares (War and Strength)
...
And, by using Greco/Roman deities that don't appear in the PHB or DMG, I don't have to worry about the players realizing that I've fudged a bit on the Domains for the two Clerics. :)
War and COWARDICE more like it!
 

I'm going to make a few level 2 characters.

Durand Macehand, Dwarf
Level 2 NG Barbarian
Stats: STR: 16 DEX: 14 CON: 16 INT: 10 WIS: 12 CHA: 6
BAB: +2
Saves: FORT: +6 REF: +2 WILL: +1
HP: 24.5
Initiative: +2
Speed: 30 feet
Armor class: 16 (touch 12, flatfooted 14)
Weapon 1: Dwarven Waraxe +5 attack, 1d10+4 damage (1d10+3 if wielded in one hand), x3 crit
Weapon 2: Greatsword +5 attack, 2d6+4 damage, 19-20/x2 crit
Weapon 3: Longbow, +4 attack, 1d8 damage, x3 crit
Armor: Chain Shirt (-2 Armor Check Penalty)
Feats: Power Attack
Skills: 5 ranks each in Climb, Jump, Listen, Survival
Special abilities: Dwarven racial abilities, barbarian rage, illiteracy, fast movement, uncanny dodge

"Red" Tom Barnes
Level 2 LG Fighter
STR: 16 DEX: 14 CON: 14 INT: 10 WIS: 12 CHA: 8
BAB: +2
Saves: FORT: +5 REF: +1 WILL: +0
HP: 19.5
Initiative: +5
Speed: 30 feet
Armor class: 18 (touch 11, flatfooted 16)
Weapon 1: Longsword +5 attack, 1d8+3 damage (1d8+4 if wielded in two hands), 19-20/x2 crit
Weapon 2: Kukri +5 attack, 1d4+3 damage, 18-20/x2 crit
Weapon 3: Longbow +3 attack, 1d8 damage, x3 crit
Armor: Chain Shirt (+4 AC, -2 armor check penalty), Light Steel Shield (+2 AC, -1 armor check penalty)
Feats: Improved Initiative, Combat Expertise, Improved Trip
Skills: 5 ranks each in Craft: (Weaponsmithing) Climb, Jump, Ride, Swim

Argyros the Swift
Level 2 LN Cleric of Hermes
STR: 14 DEX: 10 CON: 14 INT: 12 WIS: 16 CHA: 8
BAB: +1
Saves: FORT: +5 REF: +0 WILL: +6
HP: 16.5
Initiative: +4
Speed: 30 feet
Armor class: 16 (touch 10, flatfooted 16)
Weapon: Morning Star +4 attack, 1d8+2 damage (1d8+3 if wielded in two hands), x2 crit
Armor: Chain Shirt (+4 AC, -2 armor check penalty), Light Steel Shield (+2 AC, -1 armor check penalty)
Feats: Improved Initiative
Skills: 5 ranks each in Concentration, Knowledge: the Planes, Knowledge: Religion, and Spellcraft
Domains: Travel, Luck
Spells:
Level 0: Detect Magic, Create Water, Light, Light, Light
Level 1: Bless, Obscuring Mist, Shield of Faith; Domain: Entropic Shield
Special abilities: Domain powers, turn undead

Sly Corbie
Level 2 CN Human Rogue
STR: 10 DEX: 16 CON: 14 INT: 14 WIS: 10 CHA: 10
BAB: +1
Saves: FORT: +2 REF: +6 WILL: +0
HP: 13.5
Initiative: +7
Speed: 30 feet
Armor class: 16 (touch 10, flatfooted 16)
Weapon 1: Short sword +1 attack, 1d6 damage, 19-20x2 crit
Weapon 2: Dagger +1 attack, 1d4 damage, 19-20/x2 crit
Weapon 3: Shortbow +4 attack, 1d6 damage, 19-20/x2 crit
Armor: Chain Shirt (+4 AC, -2 armor check penalty), Light Steel Shield (+2 AC, -1 armor check penalty)
Feats: Improved Initiative, Combat Expertise
Skills: 5 ranks each in Balance, Bluff, Hide, Listen, Move Silently, Open Lock, Spot, Search, Sleight of Hand, Tumble, Use Magic Device
Special abilities: sneak attack +1d6, trapfinding, evasion

Miranda Ashworth
Level 2 CG Human Sorcerer
STR: 8 DEX: 14 CON: 14 INT: 12 WIS: 10 CHA: 16
BAB: +1
Saves: FORT: +4 REF: +2 WILL: +3
HP: 10.5
Initiative: +6
Speed: 30 feet
Armor class: 16 (touch 10, flatfooted 16)
Armor: Mage Armor +4 AC
Feats: Improved Initiative, Eschew Materials
Skills: 5 ranks each in Bluff, Concentration, Knowledge: Arcana, Spellcraft
Spells:
Level 0: Detect Poison, Detect Magic, Read Magic, Light, Prestidigitation; 7/day
Level 1: Mage Armor, Grease, Magic Missile; 5/day
Special abilities: rat familiar
 
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I agree with your philosophy. I just tried to fiddle with the idea of gently pushing players from 4e to 3.xe. Obviously, you didn't like my ideas, and that is fine. I wouldn't go for them, but, since I don't know you or your player group, I felt I should throw them out there, since I know some DMs that go that way. Sorry for that XD
The main problem I see with any group (and especially a group new to the rule set) is that (from my experience) people tend to go for damage builds/classes, and feel that healing/tanking isn't fun. And, if they feel they are pushed in one of the roles they dislike, they come to resent the game. Just to make matters clear, I don't have problems with playing any class. And I enjoyed playing all sorts of builds, even those that are far, far below good on power curve.
So, 1st thing you do is ask anyone what they want to play, and accommodate according to that.
 

Also make sure they understand that 3.5 is very unbalanced. If they run in with a 4e mentality, they're going to wonder why the Wizard is doing so well very quick. I recommend summarizing the "Why Tier 1s are Tier 1" to them.
 

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