So I’m running a campaign which first sessions is on the 8th of February and I needed to know my PCs. I have one who is a warforged life cleric/ancient Paladin and a tiefling bard/rouge. My third player knows a bit less than the other two. I asked him what class he wants to play and my response was warlock. Then I asked what pact boon and he said “wait pact boon what’s that”. The only thing he really said that I could work with is that he likes the idea of a melee based character.
How could I help him get a character he would know how to play?
So I’m running a campaign which first sessions is on the 8th of February and I needed to know my PCs. I have one who is a warforged life cleric/ancient Paladin and a tiefling bard/rouge. My third player knows a bit less than the other two. I asked him what class he wants to play and my response was warlock. Then I asked what pact boon and he said “wait pact boon what’s that”. The only thing he really said that I could work with is that he likes the idea of a melee based character.
How could I help him get a character he would know how to play?
I’m assuming you don’t mean “how do I build this guy a melee warlock?” but rather, how do I get this guy to take responsibility for learning the rules himself?” That can take a while, if he’s a new player. I think you should be patient, lend him your PH if he needs one, and just be ready to answer questions and make suggestions.
If you want to build him a melee warlock, there are dozens of suggestion online.
If he’s actually new, there’s no shame in having him play a pregen. I’d suggest keeping it simplest for him. If he’s really wanting a melee-based warlock, make sure his DEX is way up, go Hexblade for Martial weapon prof., and give him a rapier. Make sure he takes Armor of Shadows when he gets invocations.
Run a session zero where you run his through a combat. Get him to play it out, so that he learns the basic way that combat works. It's really easy to learn how combat rules work if you're playing them and invested - much harder when you're reading them in the abstract, in a book.
Run him through a three room dungeon. Give him a level 2 Fighter, with 20+ hit points, Second Wind and Action Surge. When he needs info, show him where to find it on the sheet.
Dungeon Room 1: An NPC who asks him to find his hat in the third room.
Dungeon Room 2: Seems to be full of junk, but there's a pit trap. The player needs to roll a Perception check to spot a crossbow trap. If he triggers the trap, the crossbow shoots at him and makes an attack roll.
Dungeon Room 3: There are 2 kobolds guarding the hat. Make him fight for the hat.
This shouldn't take long - maybe 20 minutes. Now reset back to just after he met the NPC, but give him a new character sheet: let him choose between a handful of classes (just generate them on DnD Beyond) with some useful spells, maybe a lock, a paladin and a sorcerer. Let him try again, especially if he died. If you want to make it really fun, make the new characters higher level and make the kobolds into orcs to spice it up.
This should teach him the most basic of the rules and give him a flavour about what combat will be like. Maybe he'll enjoy casting Burning Hands more than swinging a longsword.
If they are new and not sure how to play D&D then a Warlock might not be the best choice. Magic is a bit more player buy-in then straight combat. If they like melee, then maybe suggest a Fighter, Champion for the first few sessions. That will let them get used to playing with a less complicated class. After they get the hang of playing in general then let them make a Warlock.
I agree with everyone suggesting a session zero. Bring in the whole group, get some snacks, and talk through the campaign with all your players together. Discuss what everyone is looking for as far as combat, role playing, and what interests them about their character. Discuss backstory ideas, and how each of them would like to be part of the group in fights and in interacting with PCs. This is good for everyone, but can also help your new player figure out what they might want out of the game, which will help YOU guide them in creating that first character they will have fun with!
If they are new and not sure how to play D&D then a Warlock might not be the best choice. Magic is a bit more player buy-in then straight combat. If they like melee, then maybe suggest a Fighter, Champion for the first few sessions. That will let them get used to playing with a less complicated class. After they get the hang of playing in general then let them make a Warlock.
I find this swings a little too far the other way. Magic CAN be complicated, but it's not always. A Warlock might be the right balance between getting to do magic stuff and needing to stay simple for a newcomer, because it doesn't cast all that much magic.
While a Hexblade Warlock seems like it would fit nicely, I'm on the fence as to whether the intricacies of Hexblade would be too much for someone who didn't read into the class enough to realize there are different Patrons, each with different effects. Another option could be to start with Fighter, planning to go Eldritch Knight later on, but that would inevitably be more complicated due to the delicate balance of stats required to make that work, and all the other pieces needed to make it "go" once you get there. Same idea with an Arcane Trickster Rogue. I almost want to say Ranger would be a good starting point for someone who's new but also wants to do magic, but at the same time, Rangers are also pretty niche beyond using a bow to kill things.
Bottom line, though, OP needs to have a good sit-down with the player, and hash some of this out with them. Maybe have them arrive a little early to the session 0, then when everyone else is there together you can all help him learn his way through it.
I might normally agree with you, but between Patrons and Boons and spells and Invocations Warlocks have a lot of stuff to juggle. The OP mentioned confusion at Pact Boon.... Maybe a Way of the Four Elements Monk might be a good fit. They are still melee oriented, a little magic to get the feet wet, and would require less explanation. I only recommend something simpler for the first few sessions.
It also seems like they are starting above 1st level. Perhaps starting at 1st level would be good too as it would allow the new player time to adjust to the character and the rules before the higher level features come online. Just a thought.
Or if you're not starting at 1st level, maybe run a one-on-one session at first level with them so they still get the benefit of learning their base abilities and basic game rules, then have them read the relevant PHB sections once he has the framework to follow along.
Or if you're not starting at 1st level, maybe run a one-on-one session at first level with them so they still get the benefit of learning their base abilities and basic game rules, then have them read the relevant PHB sections once he has the framework to follow along.
This is a really good idea - it's hard to jump in at a higher level.
Maybe run the dungeon I suggested above, but expand it. Keep it simple, but level them up every 3 rooms so that they earn new abilities each time. If you really want to go all out, make it an epic story about a legendary hero so that they learn something about the world as well (they literally play as the epic hero). At the end of running through a few rooms, they'll have got the hang of it. One of the beauties of 5e is that it's incredibly easy to learn when you're playing.
Or if you're not starting at 1st level, maybe run a one-on-one session at first level with them so they still get the benefit of learning their base abilities and basic game rules, then have them read the relevant PHB sections once he has the framework to follow along.
I was going to say this as well, but I'm glad I took the time to scan the other responses and give you the credit for getting it out first. A little one man dungeon fun will help him understand many of the key words used in the PHB. It is difficult for many of us to understand how D&D has its own vocabulary and there are meanings to many of these key words you need to understand. Proficiency is one of those key words for example. Another is the difference between ability and skill. To a layman these words are about the same. But in D&D they have very specific meanings tied to the rules.
A One-on-One session will help your friend get some understanding of the flow of the game. Then let him borrow a PHB and read all about the class he wants to try first. He may appreciate some gentle guidance. You also may want to assess how things are going and possibly start a new campaign early if he is getting the rules down but doesn't like his character.
Good Luck.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
I agree with everyone suggesting a session zero. Bring in the whole group, get some snacks, and talk through the campaign with all your players together. Discuss what everyone is looking for as far as combat, role playing, and what interests them about their character. Discuss backstory ideas, and how each of them would like to be part of the group in fights and in interacting with PCs. This is good for everyone, but can also help your new player figure out what they might want out of the game, which will help YOU guide them in creating that first character they will have fun with!
^This^ All of the this!^
The most important session of any campaign is “Session 0.” That is the one with the most impact on the success of the campaign because it is the one with the most significant and direct impact on how much fun everyone will end up having.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
I may be a little late to the party, but champion fighter is always good, especially if they want a melee character. In older editions, the default was to make the new person play a fighter — they’re very simple, just run up and hit it with a sword. Champions have a number of passive abilities, but a couple active ones, so they don’t have to worry much about when to use a limited resource, but they get a taste of it. It’s a really good training wheels character. Then after they see the other players using the magic system and other bits, they can start to understand how it works and that resource management is a huge part of the game.
And if they catch on quickly and end up bored, let them switch out to something with more flavor.
I make it clear to my players that they must know their characters. They dont have to be perfect but they need to do their research. New players may have some trouble but that is to be expected. Like what was suggested here... Session 0. This will often times get things worked out.
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So I’m running a campaign which first sessions is on the 8th of February and I needed to know my PCs. I have one who is a warforged life cleric/ancient Paladin and a tiefling bard/rouge. My third player knows a bit less than the other two. I asked him what class he wants to play and my response was warlock. Then I asked what pact boon and he said “wait pact boon what’s that”. The only thing he really said that I could work with is that he likes the idea of a melee based character.
How could I help him get a character he would know how to play?
Hexblade.
Blank
I’m assuming you don’t mean “how do I build this guy a melee warlock?” but rather, how do I get this guy to take responsibility for learning the rules himself?” That can take a while, if he’s a new player. I think you should be patient, lend him your PH if he needs one, and just be ready to answer questions and make suggestions.
If you want to build him a melee warlock, there are dozens of suggestion online.
Yeah, definitely the latter. I’ll see if I let him read the players handbook if he might grasp what character he wants
If he’s actually new, there’s no shame in having him play a pregen. I’d suggest keeping it simplest for him. If he’s really wanting a melee-based warlock, make sure his DEX is way up, go Hexblade for Martial weapon prof., and give him a rapier. Make sure he takes Armor of Shadows when he gets invocations.
Run a session zero where you run his through a combat. Get him to play it out, so that he learns the basic way that combat works. It's really easy to learn how combat rules work if you're playing them and invested - much harder when you're reading them in the abstract, in a book.
Run him through a three room dungeon. Give him a level 2 Fighter, with 20+ hit points, Second Wind and Action Surge. When he needs info, show him where to find it on the sheet.
Dungeon Room 1: An NPC who asks him to find his hat in the third room.
Dungeon Room 2: Seems to be full of junk, but there's a pit trap. The player needs to roll a Perception check to spot a crossbow trap. If he triggers the trap, the crossbow shoots at him and makes an attack roll.
Dungeon Room 3: There are 2 kobolds guarding the hat. Make him fight for the hat.
This shouldn't take long - maybe 20 minutes. Now reset back to just after he met the NPC, but give him a new character sheet: let him choose between a handful of classes (just generate them on DnD Beyond) with some useful spells, maybe a lock, a paladin and a sorcerer. Let him try again, especially if he died. If you want to make it really fun, make the new characters higher level and make the kobolds into orcs to spice it up.
This should teach him the most basic of the rules and give him a flavour about what combat will be like. Maybe he'll enjoy casting Burning Hands more than swinging a longsword.
If he's new and unsure about rules and mechanics, you can create a character for him with his input.
A session zero with a short dice lesson is highly recommended.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
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"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
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If they are new and not sure how to play D&D then a Warlock might not be the best choice. Magic is a bit more player buy-in then straight combat. If they like melee, then maybe suggest a Fighter, Champion for the first few sessions. That will let them get used to playing with a less complicated class. After they get the hang of playing in general then let them make a Warlock.
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I agree with everyone suggesting a session zero. Bring in the whole group, get some snacks, and talk through the campaign with all your players together. Discuss what everyone is looking for as far as combat, role playing, and what interests them about their character. Discuss backstory ideas, and how each of them would like to be part of the group in fights and in interacting with PCs. This is good for everyone, but can also help your new player figure out what they might want out of the game, which will help YOU guide them in creating that first character they will have fun with!
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I find this swings a little too far the other way. Magic CAN be complicated, but it's not always. A Warlock might be the right balance between getting to do magic stuff and needing to stay simple for a newcomer, because it doesn't cast all that much magic.
While a Hexblade Warlock seems like it would fit nicely, I'm on the fence as to whether the intricacies of Hexblade would be too much for someone who didn't read into the class enough to realize there are different Patrons, each with different effects. Another option could be to start with Fighter, planning to go Eldritch Knight later on, but that would inevitably be more complicated due to the delicate balance of stats required to make that work, and all the other pieces needed to make it "go" once you get there. Same idea with an Arcane Trickster Rogue. I almost want to say Ranger would be a good starting point for someone who's new but also wants to do magic, but at the same time, Rangers are also pretty niche beyond using a bow to kill things.
Bottom line, though, OP needs to have a good sit-down with the player, and hash some of this out with them. Maybe have them arrive a little early to the session 0, then when everyone else is there together you can all help him learn his way through it.
Drag0n_77,
I might normally agree with you, but between Patrons and Boons and spells and Invocations Warlocks have a lot of stuff to juggle. The OP mentioned confusion at Pact Boon.... Maybe a Way of the Four Elements Monk might be a good fit. They are still melee oriented, a little magic to get the feet wet, and would require less explanation. I only recommend something simpler for the first few sessions.
It also seems like they are starting above 1st level. Perhaps starting at 1st level would be good too as it would allow the new player time to adjust to the character and the rules before the higher level features come online. Just a thought.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Or if you're not starting at 1st level, maybe run a one-on-one session at first level with them so they still get the benefit of learning their base abilities and basic game rules, then have them read the relevant PHB sections once he has the framework to follow along.
This is a really good idea - it's hard to jump in at a higher level.
Maybe run the dungeon I suggested above, but expand it. Keep it simple, but level them up every 3 rooms so that they earn new abilities each time. If you really want to go all out, make it an epic story about a legendary hero so that they learn something about the world as well (they literally play as the epic hero). At the end of running through a few rooms, they'll have got the hang of it. One of the beauties of 5e is that it's incredibly easy to learn when you're playing.
I was going to say this as well, but I'm glad I took the time to scan the other responses and give you the credit for getting it out first. A little one man dungeon fun will help him understand many of the key words used in the PHB. It is difficult for many of us to understand how D&D has its own vocabulary and there are meanings to many of these key words you need to understand. Proficiency is one of those key words for example. Another is the difference between ability and skill. To a layman these words are about the same. But in D&D they have very specific meanings tied to the rules.
A One-on-One session will help your friend get some understanding of the flow of the game. Then let him borrow a PHB and read all about the class he wants to try first. He may appreciate some gentle guidance. You also may want to assess how things are going and possibly start a new campaign early if he is getting the rules down but doesn't like his character.
Good Luck.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
^This^ All of the this!^
The most important session of any campaign is “Session 0.” That is the one with the most impact on the success of the campaign because it is the one with the most significant and direct impact on how much fun everyone will end up having.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Just remember, this isn’t a “clueless player,” they are a “well informed player in training.”
Good luck coach!
Creating Epic Boons on DDB
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Does anyone else have the song "What do we do with a drunken sailor" stuck in their head right now?
How about now?
♫ What do we do with a clueless player?
♫ What do we do with a clueless player?
♫ What do we do with a clueless player?
♫ Early in the morning!
♫ Drop him in a pit with an ochre jelly!
♫ Drop him in a pit with an ochre jelly!
♫ Drop him in a pit with an ochre jelly!
♫ Early in the morning!
♫ Hit him with a hex and let the Hexblade raise him!
♫ Hit him with a hex and let the Hexblade raise him!
♫ Hit him with a hex and let the Hexblade raise him!
♫ Early in the morning!
♫ Tell him that the door is not a mimic!
♫ Tell him that the door is not a mimic!
♫ Tell him that the door is not a mimic!
♫ Early in the morning!
(feel free to continue...)
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
I may be a little late to the party, but champion fighter is always good, especially if they want a melee character. In older editions, the default was to make the new person play a fighter — they’re very simple, just run up and hit it with a sword. Champions have a number of passive abilities, but a couple active ones, so they don’t have to worry much about when to use a limited resource, but they get a taste of it. It’s a really good training wheels character. Then after they see the other players using the magic system and other bits, they can start to understand how it works and that resource management is a huge part of the game.
And if they catch on quickly and end up bored, let them switch out to something with more flavor.
I make sure to ease in all my PCs into their abilities, since session one has a medium difficulty dungeon planned out
Also, the title was supposed to be like Drunken Sailor, may even sing it to my PCs as a joke.
I make it clear to my players that they must know their characters. They dont have to be perfect but they need to do their research. New players may have some trouble but that is to be expected. Like what was suggested here... Session 0. This will often times get things worked out.