D&D 4E Introducing someone to 4e, RPing in general

Best classes for newbies? (Select all?)

  • Cleric

    Votes: 8 15.7%
  • Fighter

    Votes: 34 66.7%
  • Paladin

    Votes: 7 13.7%
  • Ranger

    Votes: 30 58.8%
  • Rogue

    Votes: 18 35.3%
  • Warlock

    Votes: 21 41.2%
  • Warlord

    Votes: 7 13.7%
  • Wizard

    Votes: 12 23.5%


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I'd recommend wizards and archery rangers. Your melee classes will want to keep positioning in mind(for flanking) and may run into opportunity attacks. The leaders have a lot of additional effects that trigger when they hit an opponent, which might feel a bit overwhelming. Warlocks also have an effect that triggers off of defeating a marked foe, again, may seem like too much going on. Wizards and rangers, however, can just sit back well clear of the battlefield and fire into it. Wizards especially, with their 20 square range abilities can pretty much pick any target on the map and open fire. No range penalties, no targeting troubles, just "I'm gonna zap that guy," and away they go.
 

Ranger or Warlock

Honestly, any ranged striker will be the easiest because their job is simple:
1) Do damage
2) Avoid dying


Fighters in 4e now have a role where they really didn't in the past. A fighter can now stop the enemy advance and protect the party. In previous editions the fighter was just a meat shield.

Wizards have always had a tough time because of their low AC and low HP. Now wizards have more of a crowd control role than ever before. Their At Will abilities have crowd control functions that can save a party.

Clerics have always required a smart player to save the lives of party members. When the cleric fails, people die. Noobs shouldn't have the kind of responsibility.


But Rangers and Warlocks don't do anything vital to the group other than cause lots of damage. There's nothing uber difficult about attacking a creature or two and rolling dice. It's the easiest way to understand the game.
 


WotC_Logan said:
Let them attempt any class they like (a good place to start is figuring out which power source most appeals to them), but point them toward straightforward powers. A wizard with magic missile and burning hands will be simpler than one with cloud of daggers and force orb.

If they don't really care what they play, start them off with an archer ranger.

The defenders might be tougher for a newcomer to understand, both in terms of what they're expected to do in the battle and in understanding how marked mechanics work.
I voted Ranger, thinking of Ranger Archer, too. I think it is one of the easiest identifiable classes, and whose play style is also best to accept.

I also voted Fighter and Paladin, but your comment on marking is a good point. I still think this can work best, since I think the "Defender" role is also easy to get - keep close to your enemies and protect the others.

A Melee Striker is harder to play, since you have to understand that you're not going toe-to-toe with your enemies, if you want to survive. Sure, a Defender might accidently try to play like a Striker, but it won't kill him that easy. (Though it might get his friends killed... :| )

Leader and Controllers I still see as the "hardest" of the bunch. If you play a Leader, you must understand who you'll have to buff for best effect. As a Controller, you need to uderstand how to deal with groups of enemies and pick the right targets.

In the longer run, each of the roles have its challenges, but for picking up, ranged striking is certainly the easiest, and I think defending is also easier to understand concept-wise then leading and controlling.
 

Any and all classes, the characters are split into roles, I'd explain to the player/s what each of those roles entails and ask them which one do they fancy doing? Then I'd say well these classes can carry out this role this one is a holy warrior from the gods this other one uses brute force and skill like conan to stop his mates from becoming mush, oh you don't like the sound of either of those? Well do you fancy any of the other roles? etc...

As a DM or player you can do your best to give tips and hints to the player during combat, but not making the decision for them or doing it all the time.

Perhaps it would be best if he took on a role that someone else in the party was doing, so it could be a watch for inspiration kind of thing, and camararderie is usually quite well formed by two people doing the same role as long as the other player isn't of the competitive bent, like whoa we really stopped those monsters from getting to the rest of the party, yeah we both took that monster down really quick.
 
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