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


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I've seen new players start and be successful with a wide range of PCs (including druids, who I consider to be the most complex characters in the game). I find that the desire of the player and affinity for that particular character has more to do with success than the actual class -- i.e., if you want to learn the game, and have a character you like, you'll be more successful than if you're playing an "easy" class 'cause that's what the DM selected.

In general, though, I'd rank characters in order of complexity by (1) the number of out-of-play options required, (2) options which require unique or changing mechanics in play, and (3) the number of in-play options available.

For example, I consider the simplest characters (pure class, starting at 1st level) to be fighter, sorcerer, and ranger. Once decisions are made out-of-play, the character generally has a very small number of options to choose from that use simkple mechanics which don't require a lot of calculation on the player's part.

More complex, or moderate difficulty, characters include paladin, rogue, barbarian, and wizard. These either now have multiple simple abilities (paladin), a mechanic which requires regular recalculation (barbarian), have a single mechanic which can be complex to employ (rogues), or have a basic mechanic which must be repeatedly re-evaluated during play (wizards, with daily spell choice).

Most complex characters generally combine the features of the moderate difficulty ones. Thus cleric (spell choice plus melee-spell-turn choices), monk (multiple unique abilities), bard (simple spell choice as sorcerer, but with music, skill, and combat options) and druid (melee and spell challenges like cleric with suboptimal armor plus animal companion and eventual shape management).

This does depend somewhat one spell and feat availability, as the more options there the more complex characters like fighters and sorcerers can become as well (lots of feat choice makes the barbarian seem a simpler choice in comparison, since raging stats can be pre-calculated).

Starting at low level and building also makes all classes less complex that jumping in at high level. Rangers are pretty simple at 1st-4th level, where they have fewer feat options than fighters ... but grow rapidly when animal companions and spells enter the picture. By that time, though, the new player has mastered the earlier mechanics and is ready for new ones. I think that's a very good model for a class ... as it goes up in levels, it should not only offer the player more options, but potentially offer new mechanics for the player to employ to keep playing the same character challenging and interesting, which is probably why prestige classes, feats, and spells are such popular mechanics.
 

Even more than class, I think the starting level of the campaign has alot to do with how fast a greenhorn gets onboard. If you're starting a campaign with 15th-level characters it'd be best to either make the character for them or just let them sit this game out (I'd strongly advise the latter). If you're running a game with a newbie it really should start at 1st level.
 

I think the biggest problem that a new player will face is coming to grips with what he can do in the game. This can be addressed by providing the player with a character that has fewer options in a game (assuming you walk the player through character creation) and is thus easier to run.

If you have the time, it might be good to work out a player interface similar to the one I have attached here (for a 1st-level paladin character). It's a three-page document. The first page contains general information which is unlikely to be referenced often. The second page contains reactions and defensive information - the player should look at this page when the DM asks him for something, e.g. a Spot check, an initiative roll, a saving throw, or to find out his Armor Classs. The third page contains basic information about the most common actions that a character may take - the player should look at this page when it is his turn to act. Note that the attached document contains information on action points because we use them, and we use a non-standard method of determining the number of action points (we add the Charisma bonus).
 

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I haven't read the thread apart from the initial post so I may be repeating things here.

I would suggest barbarian if you want to keep things simple.

On the other hand, ask the players what type of character they want to play. Get them to compare it to a character from a movie so that you can get an idea of what sort of class might best suit emulating that character. They might enjoy the game more if they are into their character rather than just regarding them as a bunch of numbers on a page.

Olaf the Stout
 

Olaf,

Hey your suggestion is as fine as anyone else's. I just think you're more right than some. Sort of. I mean you didn't suggest wizard at any rate. ;)
 

Barbarian tends to get into math trouble with the per day rage I tend to avoid math for novice players, uless they are pretty bright and catch on quickly.

Warlock for magic
Dragon Shaman for mystical type
Fighter to bash stuff - take feats that are always active (so no need to calculate stuff)
Scout for the sneaky type

anything with choosing spells , power pts and/or per day allocations avoid.
anything with math calculations that alter your character avoid
anything with complex mechanics - like the binder or totemist - avoid
 

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