Greenfield
Adventurer
I'm a long time D&D player (like since Chainmail and Eldritch Wizardry), and have been playing 3.5 for a while now. I've played in a 4e campaign (up until about 10h level, when we all realized that it wasn't going to get any better), and I've dabbled in 5e, but not all that much.
I've recently been approached by an Enworlder about joining a 5e campaign, and I'm looking for some advice.
He's described his campaign as detail oriented and combat heavy. Personally I'm more of a rope-player than a hack-n-slasher, but I'm willing to take a combat machine for a whirl. I've asked him what sort of character the party needs, in terms of class and level, but haven't heard back, so I'm afraid that I'm lacking some direction here.
I currently have the PHB, DMG and MM for 5e. What other books am I likely to need if I'm joining a campaign that's already in progress. I'm going to presume that they've moved beyond the basics.
Any general advice on favorite classes to play for a predominantly dungeon-crawl, combat heavy game? Any design traps to avoid?
<Tangent> When I began 4e I decided to try to approach it fresh, to try and abandon any preconceived ideas of the system. I decided to start with the simplest class to play, which I thought would be a Fighter. Silly me, I thought a fighter's job was to fight, as in, to hit things with pointy metal objects and make them die. Little did I know that in 4e the Fighter's job was to stand and get hit, that his "powers" were largely focused on forcing people to hit him instead of hitting the Rangers and Rogues (whose job is to hit things with pointy metal objects and make them die).</Tangent>
I include the tangent to remind myself that, however much I know about D&D, when entering a new version I have to accept that everything I know might be wrong.
So with that in mind, help me oh gurus of Enworld: You're my only hope.
I've recently been approached by an Enworlder about joining a 5e campaign, and I'm looking for some advice.
He's described his campaign as detail oriented and combat heavy. Personally I'm more of a rope-player than a hack-n-slasher, but I'm willing to take a combat machine for a whirl. I've asked him what sort of character the party needs, in terms of class and level, but haven't heard back, so I'm afraid that I'm lacking some direction here.
I currently have the PHB, DMG and MM for 5e. What other books am I likely to need if I'm joining a campaign that's already in progress. I'm going to presume that they've moved beyond the basics.
Any general advice on favorite classes to play for a predominantly dungeon-crawl, combat heavy game? Any design traps to avoid?
<Tangent> When I began 4e I decided to try to approach it fresh, to try and abandon any preconceived ideas of the system. I decided to start with the simplest class to play, which I thought would be a Fighter. Silly me, I thought a fighter's job was to fight, as in, to hit things with pointy metal objects and make them die. Little did I know that in 4e the Fighter's job was to stand and get hit, that his "powers" were largely focused on forcing people to hit him instead of hitting the Rangers and Rogues (whose job is to hit things with pointy metal objects and make them die).</Tangent>
I include the tangent to remind myself that, however much I know about D&D, when entering a new version I have to accept that everything I know might be wrong.
So with that in mind, help me oh gurus of Enworld: You're my only hope.

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