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What are the best classes to start a new player on?
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<blockquote data-quote="AFGNCAAP" data-source="post: 3259226" data-attributes="member: 871"><p>Well, here's some options to provide a new player with a variety of options.</p><p></p><p>IMHO:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Fighter:</strong> Can't get any more basic than this. In 3.X, the Feats add some degree of complexity, but it allows for the player to make a style of fighter (tank, archer, duelist, etc.) that they want to develop.</li> <li data-xf-list-type="ul"><strong>Rogue:</strong>Good for the clever, skilled character. Class abilities can be viewed as a step-up complexity-wise, but not that much (esp. compared with other core classes).</li> <li data-xf-list-type="ul"><strong>Sorcerer:</strong> A good introductory class for spellcasting in general. Character casts X spells/day, and knows spells A, B, C, etc. </li> <li data-xf-list-type="ul"><strong>Cleric:</strong> A decent starting mix of combatant and spellcaster, and mixes prepping spells with spontaneous spellcasting (i.e., dropping prepped spells for healing spells). Not a lot of class abilities to cause issues (like the druid, for ex.).</li> <li data-xf-list-type="ul"><strong>Warlock:</strong> The blast-away-at-it class. However, it's a bit of a new mechanic (and uses something outside of the core books, which may be a bit confusing for a new player). Also has some alignment selection issues (true Neutral would work just fine for an AL for a new player's PC, since it's a good "average joe" sort of AL). The only chaotic or evil ALs may be a bit of an issue.</li> <li data-xf-list-type="ul"><strong>Soulknife:</strong> Simple psionics. Psionic ability is limited to developing their psychic weapon's ability.</li> <li data-xf-list-type="ul"><strong>Paragon:</strong> The racial paragon classes may be an option. They serve to expand the character's racial abilities (and boost certain class abilities to a degree). Human paragon works best--can work great to build a general concept character (craftsman, young noble, etc.) through being able to pick class skills.</li> </ul><p></p><p>The <strong>wizard</strong> could work well, though it requires spell preparation (feasibly, the cleric class can introduce this idea to the player, though it has the forgiveable "out" of spontaneously casting healing spells, esp. if the new player focuses on the character as a sort of healer).</p><p></p><p>Psionics is a whole other beast that should be initially avoided (though the soulknife is a good exception to this rule). Classes with paired spellcasting attributes (like Cha & Wis for favored souls) should be avoided--any spellcasters used should have all their abilities focus around 1 stat & not have it split up between 2. Other warrior classes liek Barbarian, Samurai, Knight, Swashbuckler, Paladin, Ranger, etc. should be avoided; they're workable, though they fit around a specific archetype of those classes (a berserking barbarian, an intimidating dual-wielding samurai, etc.); a fighter can be modeled around various archetypes with the right feat selections.</p><p></p><p>If you're going to limit classes, then perhaps you may want to limit races, as well. <strong>Human</strong> seems to be the optimal choice, & the best frame of reference for a beginning player. As for alignments, <strong>true Neutral</strong> would work great as well--it allows for a lot of fudging room, and you could always have the AL shift accordingly from their actions.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 3259226, member: 871"] Well, here's some options to provide a new player with a variety of options. IMHO: [list] [*][B]Fighter:[/B] Can't get any more basic than this. In 3.X, the Feats add some degree of complexity, but it allows for the player to make a style of fighter (tank, archer, duelist, etc.) that they want to develop. [*][B]Rogue:[/B]Good for the clever, skilled character. Class abilities can be viewed as a step-up complexity-wise, but not that much (esp. compared with other core classes). [*][B]Sorcerer:[/B] A good introductory class for spellcasting in general. Character casts X spells/day, and knows spells A, B, C, etc. [*][B]Cleric:[/B] A decent starting mix of combatant and spellcaster, and mixes prepping spells with spontaneous spellcasting (i.e., dropping prepped spells for healing spells). Not a lot of class abilities to cause issues (like the druid, for ex.). [*][B]Warlock:[/B] The blast-away-at-it class. However, it's a bit of a new mechanic (and uses something outside of the core books, which may be a bit confusing for a new player). Also has some alignment selection issues (true Neutral would work just fine for an AL for a new player's PC, since it's a good "average joe" sort of AL). The only chaotic or evil ALs may be a bit of an issue. [*][B]Soulknife:[/B] Simple psionics. Psionic ability is limited to developing their psychic weapon's ability. [*][B]Paragon:[/B] The racial paragon classes may be an option. They serve to expand the character's racial abilities (and boost certain class abilities to a degree). Human paragon works best--can work great to build a general concept character (craftsman, young noble, etc.) through being able to pick class skills. [/list] The [B]wizard[/B] could work well, though it requires spell preparation (feasibly, the cleric class can introduce this idea to the player, though it has the forgiveable "out" of spontaneously casting healing spells, esp. if the new player focuses on the character as a sort of healer). Psionics is a whole other beast that should be initially avoided (though the soulknife is a good exception to this rule). Classes with paired spellcasting attributes (like Cha & Wis for favored souls) should be avoided--any spellcasters used should have all their abilities focus around 1 stat & not have it split up between 2. Other warrior classes liek Barbarian, Samurai, Knight, Swashbuckler, Paladin, Ranger, etc. should be avoided; they're workable, though they fit around a specific archetype of those classes (a berserking barbarian, an intimidating dual-wielding samurai, etc.); a fighter can be modeled around various archetypes with the right feat selections. If you're going to limit classes, then perhaps you may want to limit races, as well. [B]Human[/B] seems to be the optimal choice, & the best frame of reference for a beginning player. As for alignments, [B]true Neutral[/B] would work great as well--it allows for a lot of fudging room, and you could always have the AL shift accordingly from their actions. [/QUOTE]
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