what is the best type and class for newbies

Adrulan said:
I like your answers though I'm still a little confused

:\ :o
I DON'T HAVE ANYTHING!!!
I DON'T HAVE ANYTHING!!!
I DON'T HAVE ANYTHING!!!
I DON'T HAVE ANYTHING!!!
I DON'T HAVE ANYTHING!!!
(that means no books of any sort about how to play)
:o :\​


Then you need to get some. If your going to play, you really need a PH, or at least the loan of one long enough to learn it.


Honestly, learning how things work is not all that hard. Learning how spellcasting works isnt that hard.

The big thing with a caster is you have to know or have access to all the details of all the spells you may be using. That is a lot to remember...I remember most of the stuff about most of the spells, but thats what I'm good at, and I cant even remember all of it.


But learning the overall mechanics shouldnt be that hard. And once you have that down, most classes should be within your reach.

Bards can be tough, and Monks are a bit weird. But most of the standard classes are pretty straightforward.
 

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If you want simplicity it makes sense to take "precalculated" feats. A meelee fighter is a good option here.

Half-Orc Fighter. Your feats at first level? Exotic Weapon Prof: Bastard Sword (so you can use it in one hand and thus use both it and a shield), Weapon Focus: Bastard Sword (so you hit more often - this bonus can be pre-calculated by your friends). Racially, you will be stronger and can see in the dark (so don't need to hold a lantern or anything like that). Skill: I suggest you max out one skill (probably all you will be able to do). IF everyone is one horses, take Ride. If they are near big bodies of water, take Swim. IF you are in a mountainous area, take Climb. Otherwise, take Jump.

Anyhow, that is a good start. Just keep asking about feats that improve you without you having to remember anything (Saving throw feats are pretty good, as is weapon specialization: Bastard Sword), and you should be fine, for now.
 

Adrulan,

ave you ever thought about snooping through these boards and seeing what other people have done? Take the games in my own sig for example. Or anyone else's sig. My own sig (once you open up the Sblock) contains links to the games I play in/DM. IC means the actual game thread. OOC means Out of Character chit-chat (often about the game but not always). RG means Rogue's Guild and that is where the players have posted the characters they have made.

While I would ask you not to post in any of these games (since you are not a player within them) it gives you plenty of places to look at characters and at the same time read up on how they are being played. For example, how the skills are being put to use, how Roleplaying is being handled, etc.

Oh yeah, and you should really think about picking up a Player's Handbook. Actually, a few years ago WotC put out a 3.5 book set that contained the PHB, the Monster Manual, and the Dungeon Master's Guide. I got all three books for $50 (from Books-A-Million, I believe) in that set. That was a great deal. But save up a little money. The SRD's are nice, especially since I already own the books and have read through all the rules. The SRDs will get you on your feet and let you understand the game, but buying at least the PHB is fairly important in my opinion.
 

Although everything you need is in the SRD website someone was kind enough to link to, just by the Player's Handbook. Its much easier to follow.

I always recommend a fighter as class for a newbie as there is much less to learn to get you up and running with your character and in the game having fun. Spell casting for a Cleric, mage, or bard requires you to understand many more rules and know how each spell works in detail before you are effective (and I would argue having fun).

If you play a fighter you can read less of the Player Handbook (don't have to read the spells). Hopefully the group you are going to play with will guide you and allow you some grace for making tactical mistakes. The game is a great time, the better you understand the rules the easier it is to play, but I've been playing 3.x since it came out (maybe 4 years ago) and still always learning something new so don't feel you need to memorize the book.
 

Well, the first place to start is with that link someone mentioned earlier. Quickly you will find that the first choice is what Class you want to play (kind of the profession of the character you want to play). The next question after that is what race you want that character to be (like elves, dwarves, gnomes, halflings, half-orcs, and humans).

In my opinion, the easiest to learn at first is a Fighter or Barbarian for class. I'd choose Dwarf or Half-Orc for the race for this.

Second easiest to learn is Rogue. Halfling as a race tends to play well with someone new.

Third easiest is Sorceror (you have to choose some spells, but that is easy, and you can cast them whenever you want rather than choosing which ones to cast each day. ). Human is probably easiest with this.

Fourth is Cleric or Druid. This is tougher than others because there are tons of spells, and you can choose from any of them each day.

Fifth is Ranger, Bard, Monk, or Paladin. Each is relatively easy to figure out, but they are only really powerful enough to keep up with everyone else if you know the game well and how to play the particular abilities that these classes gain with time.

Sixth is Wizard. Just very hard for a new player to figure out. So many spells to choose from each level, but so few you can actually choose, and then of those few even fewer to choose to memorize for the day. I'd stay away from Wizard as a new player.
 

Okay, I'm going to assume you have a group to play with who can help you.

In that case, I suggest you start with a barbarian because they have, perhaps, the best raw survivability in combat.

To start, you have to decide on a few things, but your group should be able to help you. They can also help you play the game.

You need to decide a few things, and, if you have a good gorup, they can really help take you through all the charts and numbers.

1. Statistics - Strength, Dexterity... Your game master (aka DM) needs to help you as there are mutiple ways to get the raw numbers you need. I suggest you prioritze them as
Constitiuion, Strength, Dexterity, Wisdon, Intelligence, Charisma (I'm thinking ahead here to choosing barbarian).

2. Race. Human, Half-Orc, Halfing, Elf, Dwarf... I suggest Half-orc as they get good combat bonuses and that makes it fairly easy to play them.

3. Alignment. Don't even bother selecting one - let your DM and group help you or just don't worry about it for a while. It's really not too important at first.

3. Class: Fighter, Wizard, Rogue, Barbarian... I suggest barbarian for ease of play and survivability.

4. Equipment. Have you group and/or DM help you out here so you don;t get pverhwelemd with the possibilities.

That's about all you really need to start. Your group and/or DM can help you work through the charts to figure out all you bonuses and/or penalties to your rolls when you play.

I do strongly suggest you get yourself the D&D 3.5 edition Player's Handbook, though you can play even without that if your group will help you through.
 

Others have already mentioned either getting the PHB or downloading the SRD. Go ahead and download the SRD and start looking through it to get a basic understanding of things.

You asked about the best type of character. By type, I will respond with the belief that you mean race.

IMO, the best race for a first time player is Human. Some have advocated Half-Orcs, but they have several penalties, and there could possibly be roleplaying drawbacks to playing them as well. Humans do not have any bonuses to ability scores, but they also have no penalties either. Half-elves are similar in this regard, but you won't really have any idea how to play one since this is your first time. You're already human, so you can pull that off without having played the game before.

Humans do not have darkvision or some of the other neat racial abilities that dwarves, gnomes and others do, but they get bonuses where it counts; skills, feats, and favored class. At 1st level, a human gets 4 more skill points than any other race. They also start off with an extra feat. Humans also have Any as a Favored Class. That means, down the road if you want to take different classes, you won't face an XP penalty, like other races might.

For your abilities; Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma, these will be determined by whatever method your DM tells you to use. Two of the most common are the point buy and rolling 4D6, six times, and taking the best three dice of each roll. Strength is the most important ability for a fighter, a high strength grants bonuses to hit and damage in combat and allows you to carry a lot of gear without being as encumbered as someone with an average or low strength. Constitution is only slight less or as important as strength as it grants extra hit points and a bonus to fortitude saving throws (used to resist physical injuries such as poison, disease, some magic spells, etc.). Dexterity is good for granting bonuses to armor class (the higher the armor class, the harder you are to hit and injure) and bonuses to reflex saving throws (resisting some spells, traps, etc.). A high intelligence will grant you more skills per level and a high wisdom will grant a bonus to Will saves (used to resist mental effects, charms, and some spells), while a good charisma score is helpful in social situations and many skills.

For class, the best for beginners is Fighter. If you take a spellcasting class (Bard, Cleric, Druid, Sorcerer, Wizard), you are then forced, not only to learn spells, but you would have to know which ones to prepare and for your first game, you won't have any idea beyond what the other people (if any) you are playing with tell you to choose. But then, it won't be so much your character if they are telling you what to cast and when; you won't really learn it yourself by having others do it for you. Ranger or Paladin are good classes, but not good choices. You likely don't know what they are at this point and just quickly glossing over class descriptions won't help much either. Monks are a difficult choice, sometimes for expert players, as there are several variables that you have to keep in mind while playing a Monk, as well as any roleplaying requirements or restrictions for playing a character belonging to a monastery or religious order.

Rogues are not really a bad choice, but there are too many options for a beginner to easily consider. They have a decent selection of weapons available and can wear light armor. They do have Sneak Attack which can make a critical difference in combat, but until you have played some, you're not really going to understand the implications of its use and what you have to do to be able to use it. Rogues do have the most skill points of any class, but for a beginner, that is too much. Right now, you might be able to look at a skill and guess what it does, but you don't necessarily know how to use it. They have only D6 hit points, which is much worse than a Fighter (D10) or Barbarian (D12).

Barbarians are not really a bad choice, but they are not the best choice either. They are limited to light or medium armor and simple or martial weapons. They do move faster than other classes at 1st level, but they are illiterate, which can be a major roleplaying impediment. They do have Rage, but, being new to the game, you're not going to really know when the best time to use it is and using at the wrong time can leave you dead or in a position where you could really have used it better at a different time.

Fighters are the best class to use for beginners. You can use any armor, shield or simple or martial weapons. They have the second highest hit die (D10), so you'll have about the best hit points to start (the more hit points, the more damage you can take before dying). As far as skills go, they get some of the fewest amount of points to use, but this helps keep things simple. If you are in a mounted campaign or doing a lot of riding, drop some points into Ride. Intimidate can also be useful. Climb or Swim can help, but don't come in handy except in certain circumstances. Handle Animal can be useful and at 2nd level, you can get five ranks in it and get a +2 bonus to your Ride checks. Craft is a good option too and your DM may allow you to craft some of your own starting gear like weapons or armor. If he allows that, you could start off the game with a breastplate or banded or splint mail. Even if the DM doesn't allow that, you should have enough to get at least a chain shirt, shield, longsword, dagger, mace (for creatures such as skeletons that are resistant to piercing or slashing attacks, but take full damage from blunt weapons), and spears. A longspear is a reach weapon which you could use to attack from a distance, while shortspears are good for ranged attacks that still let you add your Strength bonus to damage.

As a Fighter, you would start off with a total of 3 feats, instead of the normal 1 feat a 1st level character gets; 1 for being 1st level, 1 for being human and 1 for being a Fighter. If you took Point Blank Shot, you get a +1 bonus to attack and damage when w/i 30' of your target, which means more accuracy and more damage with those spears or thrown daggers. Power Attack (trade bonus to hit for bonus to damage) is a good feat, but at 1st level, your chance to hit a target (BAB) is only 1 point better than the rogue, wizard or cleric in the group so, you need as much of a bonus to hit as you can get. Improved Initiative is good for helping you to act (and thus strike) earlier in combat than others and Quick Draw lets you draw weapons instantly so you don't have to spend an action drawing a weapon or switching to a different weapon. Toughness will give you 3 extra HP, which, at 1st level could easily mean the difference between life and death. Weapon Focus gives you a +1 bonus to your chance to hit your enemies with a weapon of your choice. There are hundreds of other feats available, but any of these would serve you well as a 1st level human fighter and you could learn about other feats as you play.

Human Fighter is the simplest and still one of the most versatile options for beginning characters. You can learn about other races and classes while you are playing the game and see first-hand what is expected of other classes and what other races can do while you are doing something that is important to the group (fighting) while playing a human (something you're already familiar with).
 

For class, the best for beginners is Fighter. If you take a spellcasting class (Bard, Cleric, Druid, Sorcerer, Wizard), you are then forced, not only to learn spells, but you would have to know which ones to prepare and for your first game, you won't have any idea beyond what the other people (if any) you are playing with tell you to choose. But then, it won't be so much your character if they are telling you what to cast and when; you won't really learn it yourself by having others do it for you


I'd say the exact oposite. Having experienced players explain and demonstrate is probably the best way for a person to learn the game. Thats how I taught basically everyone in one of my first groups to play and understand the rules (and I wasnt even the DM).


A Fighter is easy...but the person may not want to play a fighter. I see no reason why with the PH or the SRD, and some experienced players, one couldnt pretty easily learn the rules enough to play other classes reasonbly well. Its not that hard.
 

Buy the Player's Handbook 3.5, it's not that expensive.

The SRD is nice, but it does not explain everything so well as the actual book.

Bye
Thanee
 

I think the best idea is to start with a Cleric.

The DM should be able to help you with the Domains and after that, it is basically a matter of putting on the heaviest armor you can get and fighting toe to toe.


The problem with picking a Fighter is that you have to deal with his combat feats (which means tactical knowledge about stuff like AoOs, etc.). Ditto for Barbarian and his rage.

The problem with picking a Rogue is that he has few hit points and will probably get wasted early on if you do not know the correct tactical time to fight at advantage.


Although the Cleric has to pick and cast spells, the problem of picking them is pretty irrelevant. If you pick good spells, ok. If you pick bad spells, not a big deal since at first level, most of the spells will be replaced with Spontaneous Casting of Cure Light Wounds anyway.

The Cleric is also one of the more powerful classes, so when the PC gets higher level and the player understands the game better, the player will be less likely to want to dump the PC because of poor feat/skill choices earlier on.


If you make a mistake with one of the other classes, you have to rely on the rest of the party to bail you out. If you make a mistake with the Cleric, minimally you can at least heal yourself and not rely on others to do that for you, especially in combat.
 

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