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Looking for advice from more experienced players

Myest

First Post
I'm having a problem and am hoping to get some advice.
My gaming group is starting a new campaign and I'm having problems coming up with a character concept.
We're still running with 3.5 rules at the moment.
My last few characters for games have not gone well at all.
So I'm thinking of going for the simplest thing I can, and thus will hopefully have a character
that can survive its first encounter without divine intervention being involved.
(Yes they've been that bad.)
My last few attempts to make characters have all been magic based.
So I'm hoping that I might find melee an easier, less complicated option.
Because honestly at this rate I'm beginning to hate DnD.
 

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First, generally speaking, basic melee characters ARE a lot easier to run successfully, and are tougher to kill...at low levels. After a certain point, the better casting classes are simply unequaled in pure power.

What level PC are you trying to make? And what books are you allowed to use?
 


Welcome!
So you like playing magic based characters? Have you used abjuration magic or other protective spells? I'm only asking this because players often ignore them, especially when they are not so practiced with the game.

Also I think this might be an issue with the gamemaster. I'm not saying that he's a bad gamemaster but merely suggesting that there might be a misunderstanding or a conflict of playing styles. Maybe he wants you to play really carefully and a sort of survival game? Maybe he doesn't even want to run the game at all? Options are limitless and the only way to know is to ask. I would also like to suggest that you consider running the game yourself. You can get a lot of ideas and support here.
 

My last few characters for games have not gone well at all.
So I'm thinking of going for the simplest thing I can, and thus will hopefully have a character
that can survive its first encounter without divine intervention being involved.
(Yes they've been that bad.)

At low levels, the most survivable character is probably a sword and shield fighter or paladin. Put them in the heaviest armour that you can buy, make sure their constitution is high, and even consider buying the toughness feat.

Personally, I find Paladins a lot more fun to play but that is definitely a case where other peoples tastes often differ significantly. And at higher levels some of their abilities like Divine Grace can make them very, very good survivors.

Barbarians can be a LOT of fun and are quite tough in general. But surviving first level may be a little harder. But even a barbarian can use a shield and does not HAVE to rage.

What you probably want to do is to slightly deemphasize damage dealing in exchange for better defences.
 

I would advise against making a halfling, gnome, or dwarf. That "base land speed is 20 feet" makes them the most likely ones to get caught when the party runs away.
 


Welcome to ENWorld! To help you out, we'll need the following information:
1) What books are you allowed to use?
2) What level are you starting at?
3) What is the ability generation system? (Str, Dex, etc)
4) What were your previous characters and how did they die?
5) Are there any significant house rules that we ought to know about?
 

A couple of good rules to follow:

1) Hit Points are only for people who make mistakes. Avoid making mistakes. Seriously - be cautious! You'll be amazed where that gets you.

2) Talk to the GM and other players. If you're the only newbie, it helps to say something like "hey, guys, can someone look out for me?" or something to that effect. Use social engineering! Find a survivor and buddy up.

3) Spend your money on surviving. If you make GP in a dungeon, don't spend it on that shiny wand of flashy but useless effect #236. Instead, spend it on healing potions, defensive spells, and anything that gives you a much-needed plus.

4) Help friends! If you're a fighter, flank so that the rogue can get sneak attack. If someone goes down, heal them with whatever you've got on hand. Remember that the more happy friends you have standing, the less likely something will be able to focus on you... and the more likely they'll be able to help you should something go down.

5) Ask questions. Sometimes, GMs don't give us all the information we need. Asking questions gives you more information to work on... and often makes the GM like you more, for paying attention to his/her campaign world. And happy GMs are less likely to brutally murder you (in game, at least!)

6) Avoid monks and bards. Those guys just die. Like, all the time. Also, avoid wizards if you're just starting out, because those guys require a bit of finesse. Also, if your GM is strict, avoid Paladins, because you'll just wind up getting screwed the second you try to, I dunno, hold onto a movie rental an extra day without paying late fees ("that's unlawful behaviour!").

7) The golden rule: A feat that will benefit you now but not be too useful in five levels is better than a feat that is useless now but is necessary for your build five levels away.

8) Try to be clever. Not only does a clever solution make the game more fun to play, but it also makes the game more fun for the GM (at least, I enjoy it more as a GM). Not only that, but sometimes, a clever solution will perplex the GM and their response might not be as well thought-out as those devious traps they were working on, and this can only work in your favour.

9) Know your abilities. There is nothing more annoying than the wizard who casts sleep on a skeleton, or the cleric who tries to turn an elemental. Know what your spells can do, and try to imagine the best situations to use them.

10) Don't hog the spotlight! A lot of newer players try to be centre stage in every encounter. I remember running a game where the party wizard tried, in one session, to pick a lock, sneak up on some guards, and duel two orcs. Not once did he ever try to cast a spell. This is a common mistake among newer players - RPGs are not video games where it's all about you. Look at what your character can do, and if it helps, write this in big letters at the top of your page. Then, if you're in a situation, ask yourself "is this what I'm good at?" If it's not, is someone in your party better suited for the task? If no one is, instead of trying to do something, ask yourself "how can I use my talents to better accomplish my goal?".

Those are ten good rules to start with. Without knowing too much more about you, I can't give better advice, but those are at least somewhere to start.
 

In my experience melee types with good hit points have the best chance of survival for a newbie in what sounds like a tough gritty campaign.

Straight fighters are great as are paladins. Barbarians can work but until you get the hang of it don't rage.

Also clerics can be good they have decent hit points wear armor and have the extra benefit of being able to heal themselves.
 

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