I am getting ready to start a new Curse of Strahd game. I have 5 players and they have been building their characters in DnD Beyond. I routinely go in and check their characters to make sure that they are following guidelines. The other day I noticed that one player made a Druid, picking only animal taming spells, and picked up a bow and javelins. She’s looking at only having create bonfire and +2 and +3 ranger attacks at level one.
Compared to all my other players she is going to be ridiculously underpowered. Should I intervene and convince her to change it up? Or should I just let her play how she wants to?
If she is new to the game, she might not know the consequences of her choices. New players don't often understand what happens in a typical game, and don't realize there is a need for a good combat cantrip, melee option, healing spells, etc. They might not know that a druid will be expected to heal or do battlefield control. They don't know how games typically go, so the choices don't have much guidance for them and they tend to choose based only on the flavor. These are all concepts you have to learn.
If she has played DnD before, she might just have a very clear idea of her character concept. Using ranged attacks and charming animals sounds like a fun character concept. She might feel that a bow is better than a cantrip at this level anyway. Or not care about what's optimal
I think the best way to approach it is just to ask nicely. Say something like "HI, I like your character. Can you tell me about her? How does do you imagine her fighting?"
If she has a good idea, she'll tell you. She might have a cool plan. Or just not care if she's as strong as other characters. If that's the case, let her play what she wants. Just adjust the combats to account for a slightly weaker character.
If she really didn't think about it, or isn't sure, she'll tell you too. Then you can say something like "I want to to play the character you want to, but I'm also concerned you might be disappointed in the combat part of the game if you don't pick a melee weapon or a few more spell options. I can help you choose some, while still keeping your character concept, if you want." Then just make one or two minor suggestions to fill in the biggest gaps. You don't want to completely rewrite her character
Conversation time. Determine what her understanding and expectations are for the PC, and for the type of game she will be playing in. There might be a need for further understanding of both. If her expectations are reasonable and accurate, might just let it go, and review the topic after 3-4 sessions. Just to check the fit. If the PC survives, offer some opportunity for reasonable alterations to improve the fit based on any recurring frustrations the player experiences.
Avoid telling the player she's not doing it right, or will have a ineffective PC. You get to build the world, and run the monsters, let the players build and run the PCs.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Right, the ONLY problem with an underpowered character is if it makes the player feel bad. If she didn't mean to be ineffective, and is frustrated that she can't keep up, that's the only reason to help change anything. Otherwise, use her choices to inspire you instead. Build some fights where the ranged attacks come in handy, some narrow halls that she can block with bonfires, and especially some animals to befriend
I am getting ready to start a new Curse of Strahd game. I have 5 players and they have been building their characters in DnD Beyond. I routinely go in and check their characters to make sure that they are following guidelines. The other day I noticed that one player made a Druid, picking only animal taming spells, and picked up a bow and javelins. She’s looking at only having create bonfire and +2 and +3 ranger attacks at level one.
Compared to all my other players she is going to be ridiculously underpowered. Should I intervene and convince her to change it up? Or should I just let her play how she wants to?
It kind of depends on how you're planning to run CoS. If an early character death helps set the mood...
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
She can change spells after each long rest, so starting with one set, but realizing that she needs some other options, can be learnt over the first few days of adventure.
If the character is from the land of CoS, then they might know how likely they are to come across animals during the campaign.
I remember having a similar issue. We brought in a new player with the idea of including support for the party's one and only fighter type. The new player first said she was determined to play a Bard. I had a good conversation with her and said perhaps we could compromise with her Bard being more combat orientated. No, she was very eager to play a more skills based Bard who would be caster orientated.
Anyway, I thought I'd run with it and see how it all panned out. Then she showed me her spell choices - not a single combat/damaging spell. I was thinking, I'd made a mistake allowing this player into the group and she would add absolutely zero....but I was wrong.
The character made everyone else around her better. She buffed up the other characters, healed them, assisted them. She had spells like Telepathic Bond that enabled the group to communicate in the heat of battle and at a distance. She had Tiny Hut which protected them as they slept. Call woodland being that brought pixies in to cast fly and polymorph. She had animate objects and vicious mockery. When she had to fight, she turned into a giant ape, t-rex and, finally, a blue whale that she would first fly above monsters, change into the whale and then drop herself down on them.
So, sometimes the characters surprise you and the choices you thought would be redundant, actually add to the campaign in more memorable and entertaining ways than you would have ever imagined.
i would also say, that if the player does decide the character build is slightly wrong, she can still adjust it on the fly with your help, but make those adjustments as part of the storyline to explain why her druid can do this and that where before the druid couldn't..
I am getting ready to start a new Curse of Strahd game. I have 5 players and they have been building their characters in DnD Beyond. I routinely go in and check their characters to make sure that they are following guidelines. The other day I noticed that one player made a Druid, picking only animal taming spells, and picked up a bow and javelins. She’s looking at only having create bonfire and +2 and +3 ranger attacks at level one.
Compared to all my other players she is going to be ridiculously underpowered. Should I intervene and convince her to change it up? Or should I just let her play how she wants to?
If she is new to the game, she might not know the consequences of her choices. New players don't often understand what happens in a typical game, and don't realize there is a need for a good combat cantrip, melee option, healing spells, etc. They might not know that a druid will be expected to heal or do battlefield control. They don't know how games typically go, so the choices don't have much guidance for them and they tend to choose based only on the flavor. These are all concepts you have to learn.
If she has played DnD before, she might just have a very clear idea of her character concept. Using ranged attacks and charming animals sounds like a fun character concept. She might feel that a bow is better than a cantrip at this level anyway. Or not care about what's optimal
I think the best way to approach it is just to ask nicely. Say something like "HI, I like your character. Can you tell me about her? How does do you imagine her fighting?"
If she has a good idea, she'll tell you. She might have a cool plan. Or just not care if she's as strong as other characters. If that's the case, let her play what she wants. Just adjust the combats to account for a slightly weaker character.
If she really didn't think about it, or isn't sure, she'll tell you too. Then you can say something like "I want to to play the character you want to, but I'm also concerned you might be disappointed in the combat part of the game if you don't pick a melee weapon or a few more spell options. I can help you choose some, while still keeping your character concept, if you want." Then just make one or two minor suggestions to fill in the biggest gaps. You don't want to completely rewrite her character
Conversation time. Determine what her understanding and expectations are for the PC, and for the type of game she will be playing in. There might be a need for further understanding of both. If her expectations are reasonable and accurate, might just let it go, and review the topic after 3-4 sessions. Just to check the fit. If the PC survives, offer some opportunity for reasonable alterations to improve the fit based on any recurring frustrations the player experiences.
Avoid telling the player she's not doing it right, or will have a ineffective PC. You get to build the world, and run the monsters, let the players build and run the PCs.
/rant
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Right, the ONLY problem with an underpowered character is if it makes the player feel bad. If she didn't mean to be ineffective, and is frustrated that she can't keep up, that's the only reason to help change anything. Otherwise, use her choices to inspire you instead. Build some fights where the ranged attacks come in handy, some narrow halls that she can block with bonfires, and especially some animals to befriend
You could certainly discuss it with the player to see if its deliberate choices or unconcious ones and see from there what can be done with it,
It kind of depends on how you're planning to run CoS. If an early character death helps set the mood...
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
She can change spells after each long rest, so starting with one set, but realizing that she needs some other options, can be learnt over the first few days of adventure.
If the character is from the land of CoS, then they might know how likely they are to come across animals during the campaign.
I remember having a similar issue. We brought in a new player with the idea of including support for the party's one and only fighter type. The new player first said she was determined to play a Bard. I had a good conversation with her and said perhaps we could compromise with her Bard being more combat orientated. No, she was very eager to play a more skills based Bard who would be caster orientated.
Anyway, I thought I'd run with it and see how it all panned out. Then she showed me her spell choices - not a single combat/damaging spell. I was thinking, I'd made a mistake allowing this player into the group and she would add absolutely zero....but I was wrong.
The character made everyone else around her better. She buffed up the other characters, healed them, assisted them. She had spells like Telepathic Bond that enabled the group to communicate in the heat of battle and at a distance. She had Tiny Hut which protected them as they slept. Call woodland being that brought pixies in to cast fly and polymorph. She had animate objects and vicious mockery. When she had to fight, she turned into a giant ape, t-rex and, finally, a blue whale that she would first fly above monsters, change into the whale and then drop herself down on them.
So, sometimes the characters surprise you and the choices you thought would be redundant, actually add to the campaign in more memorable and entertaining ways than you would have ever imagined.
That's a great story and point. She might very well have some tricks up her sleeve and surprise you.
Ask her what her plan is, build your game around your characters, and be flexible if she wants to change some things later.
Good luck!
i would also say, that if the player does decide the character build is slightly wrong, she can still adjust it on the fly with your help, but make those adjustments as part of the storyline to explain why her druid can do this and that where before the druid couldn't..
Talk to her and help with an education.
I let my players use my DND Beyond content as well.
Some of the people in my group are a lot better at 5e creation then I am and all are willing to help.
In a group I am playing with a new player is running a warlock and is struggling. So he agreed to get killed off and roll a new character.
That SOB rolled his dice right in front of us and rolled natural 18, 17, 17, 15, 13, 12
He is going for a tank and is going Lizard folk Barbarian.