What's the best introduction to 3.5 for a 13 year old?

Noumenon

First Post
This is probably in an FAQ somewhere, but my DM's girlfriend's nephew is interested in trying one session of 3.5 before school starts and I was wondering what appeals to your average 13-year-old the most. I was thinking 5th level paladin -- a little magic, lay on hands, and smite evil! Plus easy to roleplay. But he might want something badass. I will make a pregen sheet for him like the ones they gave us at the Delve, to cut down on rules learning.
 

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If he's interested in D&D, he's probably interested in Fantasy literature or films of some sort or even WoW/EQ. I'd talk to him about what sort of characters he's liked in the books he's read or the movies he's watched or games he's played and go from there.
 

If he's interested in D&D, he's probably interested in Fantasy literature or films of some sort or even WoW/EQ. I'd talk to him about what sort of characters he's liked in the books he's read or the movies he's watched or games he's played and go from there.
Absolutely.

I'd just add two things:
1) Find out how he generally envisions his character fighting. Casting spells, a pair of blades, a big honking blunt weapon, hailing arrows, etc.

2) Make sure his character is effective. Having a lackluster character tends to make for a very poor first impression. Kicking ass is way more fun for most players. :)
 


"Conan the Destroyer"
D&D in a nutshell!
Humour, broads (or buff guys), bar fights (well, scuzzy village open air fights), weasely rogues, in-yer-face fighters, crypt fights, mad wizards, double dealing BBEG, what's not to like? :D
 

You can consider the warblade from tome of battle. Lots of cool abilities that should have no problems replicating his favourite TV character.
 


In my experience of introducing kids to the game I have found that the single best hook for the beginner player is the concept of leveling. The act of making it to the next level is fascinating to us. Personally, I would start any beginning player (especially a child) with a 1st level character and design the first adventure in such a way as to ensure that the character levels at the end of the first session (and make time to actually roll the hit-points, pick the skills, etc.)
 

Killing stuff and taking its loot.

Seriously.

If you can happily incorporate the minion concept from 4e into your 3.5 game, I'd do that. Nothing better than having a cinematic character, cleaving his way through masses of enemies.

And give the kid loot. Some nice, shiny gems and swords, and armours and whatnot.

Oh, and I'd make it fighter. Big, tough, mean, heroic.

Lastly, make it fun. Screw the rules. If they get in the way of the fun, just fudge stuff. In fact, if you find you're explaining a rule in depth, stop, and just continue the game. Kids care less about rules, especially teenagers, and care more about the killing and the looting. Rules can come later if he gets into the game and investigates them himself.
 

If you can happily incorporate the minion concept from 4e into your 3.5 game, I'd do that. Nothing better than having a cinematic character, cleaving his way through masses of enemies.
I did this, as of years ago. Well, more or less: Minimum HP for 'minions' and maximum HP for 'elite' <- or whatever it be that this newfangled speak doth decree such anomalies be named. :p
 

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