My friends and I wanted to start a campaign together so I decided to DM for the first time. I got the essentials kit but it only gave us a very small amount of races and classes. I was wondering if We would be safe using classes that arent designated by the book or if we should play it safe stick to the classes offered. any comment is appreciated!
You can play the essentials kit with any of the races/classes from the published D&D sources. I would tend to avoid home made races and classes or Unearthed Arcana since these tend to be less well balanced. The 5e system reference document which is available for free online lists a subset of races/classes/archetypes and if you have a copy of the players handbook or xanathar's guide to everything, the race and class options from those sources would also work fine.
For the first time playing and DMing, I'd tend to try to keep things a bit simpler by leaving out multiclassing for your first game. A lot of the "popular" min/max type of characters tend to be created by combining some features from different classes and it will make it a bit more difficult for a new DM to properly balance encounters. On the other hand, if someone has a cool character idea that they can only achieve using multiclassing I would consider it but staying with single classes will be a lot easier.
You can play the essentials kit with any of the races/classes from the published D&D sources. I would tend to avoid home made races and classes or Unearthed Arcana since these tend to be less well balanced. The 5e system reference document which is available for free online lists a subset of races/classes/archetypes and if you have a copy of the players handbook or xanathar's guide to everything, the race and class options from those sources would also work fine.
For the first time playing and DMing, I'd tend to try to keep things a bit simpler by leaving out multiclassing for your first game. A lot of the "popular" min/max type of characters tend to be created by combining some features from different classes and it will make it a bit more difficult for a new DM to properly balance encounters. On the other hand, if someone has a cool character idea that they can only achieve using multiclassing I would consider it but staying with single classes will be a lot easier.
This is good advice.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
This is actually a lot more helpfull than I thought it would be. Thank you so much for taking the time to help me!!
One more comment to add. Having more choice is great but success is usually easier with a balanced party in terms of classes.
If everyone plays a wizard it may be more difficult, if no one has ANY healing capability (especially healing word) it can also be more difficult (unless the DM has them find a good number of healing potions). For a newer group of players, I would recommend at least one class with a healing spell, maybe two (bard, cleric, druid, paladin, even divine soul sorcerer with healing word can all work for this). I'd also suggest a class with a higher armor class that is capable of melee but can also carry a bow or javelins for ranged attacks when needed. There are a large number of class combinations that will work just fine and only a few that may be more challenging.
The challenging ones to avoid for a first game would be ... all casters who happen to have low AC and hit points (sorcerer and wizard mainly - one or two is fine, everyone can be difficult) ... a party with no class which can cast a healing spell (if someone is knocked out in combat, healing word is usually the most efficient way to get them back on their feet). A party with no tanks (higher hp and AC character that can engage in melee when needed) ... they block choke points and if a creature runs past them to attack one of the squishier characters, then this character will often get an opportunity attack (fighter/paladin/barbarian/cleric are often good at this role).
mkmkmk, that makes a lot of sense, all my friends hate playing similar classes anyway so thats good lol, I'll try to nudge them to have atleast one healer and a tank. Thank you so much for your advice on this. You've been more than helpful
Something to remember, is that the classes that can heal, are usually excellent damage dealers as well. Clerics imo, are especially potent with spells like spiritual weapon and spirit guardians.
Rollback Post to RevisionRollBack
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
In older editions the cleric was often the "stuckee". Not any more. I love me some clerics in 5e.
Rollback Post to RevisionRollBack
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
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My friends and I wanted to start a campaign together so I decided to DM for the first time. I got the essentials kit but it only gave us a very small amount of races and classes. I was wondering if We would be safe using classes that arent designated by the book or if we should play it safe stick to the classes offered. any comment is appreciated!
You can play the essentials kit with any of the races/classes from the published D&D sources. I would tend to avoid home made races and classes or Unearthed Arcana since these tend to be less well balanced. The 5e system reference document which is available for free online lists a subset of races/classes/archetypes and if you have a copy of the players handbook or xanathar's guide to everything, the race and class options from those sources would also work fine.
For the first time playing and DMing, I'd tend to try to keep things a bit simpler by leaving out multiclassing for your first game. A lot of the "popular" min/max type of characters tend to be created by combining some features from different classes and it will make it a bit more difficult for a new DM to properly balance encounters. On the other hand, if someone has a cool character idea that they can only achieve using multiclassing I would consider it but staying with single classes will be a lot easier.
This is good advice.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
This is actually a lot more helpfull than I thought it would be. Thank you so much for taking the time to help me!!
One more comment to add. Having more choice is great but success is usually easier with a balanced party in terms of classes.
If everyone plays a wizard it may be more difficult, if no one has ANY healing capability (especially healing word) it can also be more difficult (unless the DM has them find a good number of healing potions). For a newer group of players, I would recommend at least one class with a healing spell, maybe two (bard, cleric, druid, paladin, even divine soul sorcerer with healing word can all work for this). I'd also suggest a class with a higher armor class that is capable of melee but can also carry a bow or javelins for ranged attacks when needed. There are a large number of class combinations that will work just fine and only a few that may be more challenging.
The challenging ones to avoid for a first game would be ... all casters who happen to have low AC and hit points (sorcerer and wizard mainly - one or two is fine, everyone can be difficult) ... a party with no class which can cast a healing spell (if someone is knocked out in combat, healing word is usually the most efficient way to get them back on their feet). A party with no tanks (higher hp and AC character that can engage in melee when needed) ... they block choke points and if a creature runs past them to attack one of the squishier characters, then this character will often get an opportunity attack (fighter/paladin/barbarian/cleric are often good at this role).
mkmkmk, that makes a lot of sense, all my friends hate playing similar classes anyway so thats good lol, I'll try to nudge them to have atleast one healer and a tank. Thank you so much for your advice on this. You've been more than helpful
Something to remember, is that the classes that can heal, are usually excellent damage dealers as well. Clerics imo, are especially potent with spells like spiritual weapon and spirit guardians.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
i gotcha i gotcha, i got a player that made his cleric and i was doin research and saw how cool clerics can be lol, ty man
In older editions the cleric was often the "stuckee". Not any more. I love me some clerics in 5e.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha