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<blockquote data-quote="ad_hoc" data-source="post: 7747821" data-attributes="member: 6748898"><p>Sneak Attack is easy enough to figure out. It is the Cunning Action and Expertise where people have trouble. Best utilizing it, esp. on a Thief takes creatively interacting with your environment. They have tunnel vision, looking for buttons to push so they can keep up with the game. So Rogue players just end up attacking in combat and not doing much else in the game. Assassins do not play the way they are presented so players will be frustrated by that. Arcane Trickster is similarly complicated to the Thief to get the most out of it.</p><p></p><p></p><p></p><p>Here's where we disagree on how to introduce a new player. I don't help with their "build". My attitude is that the game is simple and fun and tell them to pick what they want. Going through an optimization exercise with them is not a good way to introduce players to the game. And in general we like to player characters rather than builds at our table. Backgrounds, for example, are a very important part of character creation. Probably the part that takes the longest time for new players.</p><p></p><p>I also disagree that Warlock's core mechanic is Eldritch Blast, but that is an entirely different conversation.</p><p></p><p></p><p></p><p>I think that comes down to a difference in our experience. I also allow a do over of spells up to level 3 if a player hates their choice so that probably helps. They usually ask me what spells they should take and my answer is "at least 1 attack cantrip and 1 attack spell and otherwise whatever looks fun to you".</p><p></p><p>Managing concentration is a huge part of the Warlock. One thing that probably helps our table is that we use spell cards. If you have a concentration spell up you put the card in front of your character sheet. This creates a great reminder that it is active.</p></blockquote><p></p>
[QUOTE="ad_hoc, post: 7747821, member: 6748898"] Sneak Attack is easy enough to figure out. It is the Cunning Action and Expertise where people have trouble. Best utilizing it, esp. on a Thief takes creatively interacting with your environment. They have tunnel vision, looking for buttons to push so they can keep up with the game. So Rogue players just end up attacking in combat and not doing much else in the game. Assassins do not play the way they are presented so players will be frustrated by that. Arcane Trickster is similarly complicated to the Thief to get the most out of it. Here's where we disagree on how to introduce a new player. I don't help with their "build". My attitude is that the game is simple and fun and tell them to pick what they want. Going through an optimization exercise with them is not a good way to introduce players to the game. And in general we like to player characters rather than builds at our table. Backgrounds, for example, are a very important part of character creation. Probably the part that takes the longest time for new players. I also disagree that Warlock's core mechanic is Eldritch Blast, but that is an entirely different conversation. I think that comes down to a difference in our experience. I also allow a do over of spells up to level 3 if a player hates their choice so that probably helps. They usually ask me what spells they should take and my answer is "at least 1 attack cantrip and 1 attack spell and otherwise whatever looks fun to you". Managing concentration is a huge part of the Warlock. One thing that probably helps our table is that we use spell cards. If you have a concentration spell up you put the card in front of your character sheet. This creates a great reminder that it is active. [/QUOTE]
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