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New Dm + New Player = HELP!!
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<blockquote data-quote="fenriswolf456" data-source="post: 5812384" data-attributes="member: 6687664"><p>Also keep in mind that brand new players often need to actually play to get a feel of how combat works. My first 4E character was a similar type of cleric, high WIS, low STR, and had a STR-based ability that I found I couldn't use effectively, and trained out of it. Maybe try and find out what kind of character he is envisioning, as a lot of STR-based abilities suggests a character who gets into the thick of things in a fight, and so having a STR bonus, even a small one, will better fit the concept. If not, then suggest WIS-based powers that produce similar effects or would be more effective for the concept.</p><p> </p><p>Like OnlineDM said, giving some basic numbers is a good idea. A new player isn't going to have an idea of what values they are tring to roll against, so their bonuses to hit are rather nebulous until they see it in play.</p><p> </p><p>You may want to be generous and allow the new players to retrain multiple abilities if they come to feel that it isn't effective or fitting with their character concept after all. Check in after sessions for the first couple of encounters to ensure the player is enjoying the game still.</p><p> </p><p>In the end, though, the player should be able to play what they want and if they're having fun with high WIS/low STR, then it's all good.</p></blockquote><p></p>
[QUOTE="fenriswolf456, post: 5812384, member: 6687664"] Also keep in mind that brand new players often need to actually play to get a feel of how combat works. My first 4E character was a similar type of cleric, high WIS, low STR, and had a STR-based ability that I found I couldn't use effectively, and trained out of it. Maybe try and find out what kind of character he is envisioning, as a lot of STR-based abilities suggests a character who gets into the thick of things in a fight, and so having a STR bonus, even a small one, will better fit the concept. If not, then suggest WIS-based powers that produce similar effects or would be more effective for the concept. Like OnlineDM said, giving some basic numbers is a good idea. A new player isn't going to have an idea of what values they are tring to roll against, so their bonuses to hit are rather nebulous until they see it in play. You may want to be generous and allow the new players to retrain multiple abilities if they come to feel that it isn't effective or fitting with their character concept after all. Check in after sessions for the first couple of encounters to ensure the player is enjoying the game still. In the end, though, the player should be able to play what they want and if they're having fun with high WIS/low STR, then it's all good. [/QUOTE]
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