What are the best classes to start a new player on?

*pauses* Damn. I knew I saw that somewhere. Yeah retraining rules would work fine in that instance AND wouldn't add that much "learning" to a new player's way of thinking.
 

log in or register to remove this ad

Note: Barbarian becomes easier if you use the rage variant in PHB II. It automatically kicks in when the hp get below a certain point, and there is no fatigue to worry about.
 

I'd ask the players what kind of character they'd like to play...then help them build them.

Anything else might hinder the process because the interest wouldn't be there.

If, later, they want to try something else, use the retraining rules or help them with their new PC.
 

Yep, just take what's closest to what the player might consider fun (judging from which characters they liked in their previous experiences, games/novels/movies, etc).

Bye
Thanee
 

Have a chat with the new players about their fantasy tastes and preferrences. Who is their favorite fantasy/mythological character? Players who identify easily with, say Obi Wan Knaobi, Luke Skywalker or King Arthur will probably feel comfortable playing a Paladin; players who like Bilbo Baggins or Garret (from Thief: The Dark Project) will probably like playing a Rogue; if they like Hercules, Boromir or Conan will get along with fighters quite easily (hell, almost everyone will get into a fighter easily); and so on. In short, talk with them about their fantasy preferrences and then slowly move the conversation towards which archetypes they'll want to play.

I'd recommend you to stick to the PHB for the time being - too many options might confuse new players, and the PHB includes most of the basic fantasy archetypes and enough feats/skills/spells/gear nescery to start playing.

Class-wise, I'd recommend the following:
1) Fighter - the most basic archetype and the easiest class to play; the only marginally complex part of it is feat selection, and then it only happens when the character levels, and not during the adventure itself. Better yet, this class isn't going to die easily, and is going to have a very active role in combat.
2) Barbarian - another fantasy staple; and even less complex than the Fighter. Also, when combat is about, this character grabs the spotlight - and kicks ass.
3) Paladin - the Knight in Shining Armor (or even Superhero) archetype; players who are into heroics will easily fit into this role. Also, has some interesting abilities but nothing too complex; also a very straightforward combat class.
4) Rogue - another fantasy archetype, plus most of his abilities are skills, which are quite simple to use (basic D20 mechanic), are unlimited-use and usually don't require the player to remember durations, ranges, areas of effect and so on. The main complexity here is in terms of skills, but if you'll help the players during CharGen it won't be THAT complex. Somewhat less sturdy in combat, and needs a little more tactical thinking, but can still hold his own.
5) Sorcerer - for players interested in magic. The only complexity issue here is spell selection, but if you help them at chargen, this won't be much of a problem, and this class doesn't require you to choose every game-day spells from a list to memorize. Just give them the staples and let them choose what to use in play. The other issue here would be combat survivability - remind players of Sorcerers that they aren't good warriors, and encourage them to use their spells from a distance; then they'll shine (just wait till they reach level 6 and get a Fireball...).
 

Assuming that you'll build their character for them, and help them leveling up, I'd recommend these classes:

1) Fighter. Pick some straigthforward feats which are easy in play (ie Weapon Focus or Precise shot, not Improved Grapple), and it's probably the easiest class to play.

2) Sorcerer. If they want to play a magic user, it doesn't get any simpler, since you're selecting their spells. It's still a few things to learn, but doable.

3) Scout. If they want to play a skill class (and skills should be the most familiar part of D&D if they're used to other rpgs), I think this one's easier than rogue, simply because it can be difficult to wrap your head around all the specifics of when you get sneak attack. Skirmish is much easier to set up.
 

I think the choice depends on when you will be able to help them: character building, in-game, or both. Some classes are easy to use but difficult to build.

I had a new player start in our last game and I built her a swordsage. I was worried it would be complicated, but it was surpisingly easy to use.
-blarg
 

For new players, I recommend the Fighter, Rogue or Sorcerer. I further strongly recommend against presenting them with anything outside the Core Rules for their first game experience. After a few sessions, get them to read the PHB, and then go from there.
 

Fine. My own experience with new players coming into an old group:
- They want a fighter? Human barbarian a la Conan. Big axe and Rage when it's the BBEG.
- They want a spellcaster? Give them a sorcerer with Magic Missile and Mage armor. And a crossbow.

New players starting a group: All classes allowed.

Let's see what people said so far (myself included):
Fighter: ////X//
Rogue: ////
Sorcerer: ////X/
Swordsage: /
Scout: //
Barbarian: ////
Paladin: //
Warlock: ///
Dragonfire Adept: /
Dragon Shaman: //
Psywarrior: /
Ranger: /
Cleric: //
Soulknife: /
Wizard: /

So:
1. Fighter with 7 votes: Still, I think the DM has to help with the feat choice.
2. Sorcerer 6 votes: Fire & Forget. Everyone understands how to cast spells as a sorcerer and they stay out of melee.
3. Rogue and barbarian 4 votes: My favorite multiclass option... Rogues: I don't like the many skills and sneak attack for a beginner. Yet, it may work. Barbarians: See above.
4. Warlock 3 votes: Simple to use, yet people know the sorcerer better.

Summary: Simple fighter types and the easy spellcasters win. No cure machines, no bards.
 

Lot depends on what level they start at - spell casters are easy IF you start at 1st or 2nd level (and i'd recommend sorcerer rather than wizard or cleric) - if your starting out at much higher you should avoid spellcasters 'cos theres just too much to remember.

Personally i think the ranger is a good selection - you can fight, lots of skills so you get involved outside combat - simple choices (archer or 2WF) and an animal companion (good if you want it) or just use optional rules and swop it for some extra feats.

Tell the player they're allowed to run away from combat and that'll improve survivability!

at higher levels you get some simple spells - mostly for flavour - but by the end of it the players done combat, used skills, used spells, had a cool animal companion
 

Pets & Sidekicks

Remove ads

Top