D&D 5E The simplest and most effectiv 3 PC team


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I don't think you need most effective. Effective enough is what you need, and any class and subclass is effective enough if efficiently built.

To that end, you want simple. Nothing is simpler than the Champion fighter, so one or two of them is a good idea. I would encourage a 2 handed weapon fighter for damage and to give the cleric someone to heal.

A life cleric is likely the simplest healer, and you'll want a healer.

The third I'd suggest is a sorcerer. The first two levels are very simple, and they have the narrowest of spell availability, so the least they need to learn about spellcasting arcane spells. Dragon sorcerer would be my recommendation.

However, in the end, I suggest running a three session adventure first, then letting them build the characters they'll play for a long campaign once they get down the basics. During that short 3 session adventure, I'd introduce a few NPCs that fight alongside the party for a bit to show and explain what a warlock, paladin, rogue, etc... are and to show how they operate. A simple adventure for this is to have them wake up in a dungeon with a cackling voice saying there are dozens of adventurers in the dungeon and only the last four will be allowed to leave... Survivor in a dungeon. They'll have lots of opportunities to make and change alliances.
 

Instead of classes, think about the pillars:

Combat, Social, exploration

Exploration: You will need someone with Investigation, Perception, Survival, Thieves Tools. Backgrounds can get you these skills so A rogue isn't necessary for picking locks and disabling traps but Expertise is useful. Bard can do the trick too or variant human with a feat that gives expertise.

Social: Any Charisma based class will do. Paladin works well, Bard or Sorcerer or Warlock

Combat: Tank, Crowd Control and DPR. Some healing is nice. A nice mix of abilities for short rests and long rests.

A Fighter is good for combat and short rests and can take a background that gives Survival. A cleric can work here too.
A Bard can handle exploration pretty well and/or Social. A Dex Paladin can handle Rogue stuff and Social if needed
A Sorcerer can handle crowd control and social.

Having the Healer Feat could be helpful without a spellcaster but using up a turn to heal - especially with only 3 members of a team is not good. Having someone with Healing word would be useful.
 

I wouldn't worry about the entire spell lists. Just write them a list to start and then present them with a few options at each level. Maybe save having to read and analyze dozens upon dozens of spells for a later date.

I probably wouldn't run double Champion either. It is simple, but it also runs the risk of being boring and the characters might struggle to get spotlight moments. I'd probably run out a sword and board Champion, a Rogue Thief, and that Life Cleric. Nice definition between characters, some differential play styles, and the party will get a decent a cross section of the rules. My focus would be on survivability for the most part, as new players can be expected to make some sub-optimal tactical decisions, and that will give them some cushion. I'd probably run a pretty old-school feeling dungeon crawl to start. It's a well contained environment with discrete challenges that occur in a fairly linear fashion. Easy to digest for new players. You know, find the magical horn that will wake the sleeping princess and save the kingdom type stuff.
 

Hi guys.

I will soon start a campaign with 3 players, full beginners from a TRPG point of view.
So i want to start eeaaasy with the rules and the roll-playing, using pré-gen characters.

From your perspectiv what is the simplest and most effectiv team for 3 players ?
The simplicity aspect is very important : concise sheet, simple combat moove & spells is mandatory.

I'm thinking all humans, Champion Fighter + Thief Rogue + Lore Bard.
What do you think ?

You have a pretty wide base with those three, but here are my thoughts:

I can see your appeal for Lore Bard due to getting healing spells and utility spells, and with expertise it makes the rogue non-essential. However, the bardic inspiration mechanic will not likely be used or used too quickly so I don't know if Bard is your best bet. Otherwise, it is a very versatile and solid choice although spell options will be slightly limited compared to a prepared-spell caster.

Another option to cover both arcane and divine spells if you wish to keep the rogue for skills and stealth is to consider the Divine Soul Sorcerer maybe? Things like twin spell will make the magic go further, but you lack the slightly higher known spells of the bard.

I've always found the Scout to be the simplest Rogue subclass and it gains two more skills with Expertise in them, making it a better skilled character.

Ultimately, if you want to cover more bases, having a rogue and bard is overkill IMO.
 

My personal view is that for pre-gen characters; I'd build them so that they demonstrate the role-playing aspects and the system mechanics they need to learn so they can be more engaged with the game. I don't think there's a need to be bound by PHB options, build them like NPCs so they can focus on the play, not the character building rules.

1) I'd make one Str based melee attacker with a greataxe and a throwing weapon. (Don't go greatsword, you want them to associate "One weapon attack = one die" as a general principle). One Dex based archer/rogue with a finesse weapon backup. One cantrip user/caster (but not Eldtrich Blast or SCAG cantrips) with a backup weapon. (To demonstrate that different types of attacks use different stats.) This set-up gets them familiar with the general tropes and rules around weapon use and at-will attacks that 5e uses.

2) I would give each of them a bonus action ability, that recharges on a short rest. This shows them how bonus actions work, and displays that they are typically a "sometimes thing". You don't want them to assume that doing two things every turn is normal and expected, as plenty of 5e characters don't have good bonus actions. But they should definitely know how they work, as I've seen them be a pain point for 5e newbies. I'd give the Str warrior a "Dodge 3 times per SR ability", the archer/rogue type a "Disengage" at will plus a "Dash 3 times per SR" (rogue-types generally have better BAs, but you don't want to get into Hide rules with newbies; Disengage is also situational), and the caster a "Help at range 3/SR" ability.

3) I would give them more hit points and hit dice then their abilities would generally indicate, I'd make them around 4th level in terms of toughness. You want them to have some buffer to make mistakes, and it gives them more chances to use Hit Die, which are also a resource that sometimes confuses new players.

4) I would also give them one long rest resource. Probably a rage-type ability for the warrior, one casting of invisibility for the rogue/archer, and shatter, a healing spell, and a concentration spell (maybe bless) for the caster. Give the caster more uses (at least 3/4 slots). It's important to learn the basics of spellcasting and long rest resources, and it shows that casters have real utility to make up for the lower damage and defenses they're stuck with.

5) Finally, give them varied skill proficiencies. Make them trope-appropriate.
 

Very interesting !
Do you have suggestions for the bard known spells ?
I would second the valor bard. I would suggest healing word, cure wounds, feather fall, detect magic, and heroism, the bard is going to be the healer so best to cover those bases and then feather fall is an emergency only spell that is good to have on hand in case of pits and detect magic is good for IDing loot in down time. Heroism is a good combat boost concentration spell, temp hp are nice in a smaller party and higher level getting more people is nice as well.

In general with a known spells list you want a few go to spells, one good concentration one, and a bunch of utility, situational ones. Here you want healing word as your go to spell, possibly heroism as well, while feather fall and detect magic are the situational/utility ones.

And definitely get vicious mockery as a cantrip, an at will debuff attack option with fun roleplay potential.
 
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I wouldn’t even do classes for the first session. I’d roll stats, pick a race, give everyone 8 HP + con modifier, and a handful of weapons and potions.

Then do a one shot that deliberately focused on ability checks, attacks, and saving throws. Maybe they’re at a party and a couple skeletons crash it and there’s an evil wizard controlling the skeletons. Nothing fancy. But at the end they each have to decide a path - and at that point I’d introduce class to them. Fighter, Cleric, Rogue, and Wizard. Then let them pick and give them the appropriate stat and HP adjustments (basically get a 16 in your main stat and a 14 somewhere else). And give them their starting gear. I’d keep proficiency bonus broad or do the math for them.

But I’d keep all that in-game. It will be fun, I think, for them to pick up an axe or a spellbook and say “yeah, this is for me.” The balance of the team is probably less important than the fun of making a big, character-defining decision.
———-

But you asked about a balanced team and so I will answer: Ranger (14 str, 14 dex, 14 con), Bard (14 dex, 16 cha), Cleric (16 str, 14 wis - hammer and shield).
 

Tanky paladin, arcane trickster rogue, divine soul sorcerer.

EDIT: Oh, somehow I missed the part about "simple", which I assume means "simple to play".

In that case, Champion Fighter w/Protection style, Totem Barbarian w/GWM, Swashbuckler rogue w/Sentinel
 
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1. Life Cleric. Just restrict their spell selection to the basic rules spell list if you want to make them easier to run.

2. Champion Fighter. 'Nuff said.

3. Valor or Lore Bard. Perhaps the most "complicated" of the three, but with the criminal background, makes for effective rogue/fighter/arcane caster.
 

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