Alright I just emailed my DM informing them about the stuff from SCAG and TCOE, and will tell you what they say when they respond. I think that's basically my character sorted, so thank you very much for all of your wisdom and help. I would still appreciate tips in general though! :)
General tips... always try to share the gameplay with others, especially if you have new/shy players who aren't as engaged. Actively pass them activities to get involved like "hey you should take point down this corridor because of high AC/high HP/good perception/night vision etc" or "We need to plan this attack, Brian, what's your thoughts?" If everyone is involved then everyone has fun and that's the name of the game. One example, in our games we say everyone does their own shopping. While it would make sense for my 20 CHA character to do all of the bartering, we make sure everyone has to discuss their needs separately with the merchants. You may not always get the best prices, but you will have everyone engaged and having social interactions.
Always try to describe your combat. Just saying "I rolled a 20 to hit and a 34 for damage" is dull, but "I spin around swinging towards his ribs, thats a 20 to hit. My blade slices into his side for 34 points, and I yell "enjoy the nine hells and tell them I sent you!" Battlecries are amusing but just sprinkled in, not every swing. Just think what am I swinging, where am I swinging it towards and what will my reaction be to a hit or miss? If you get that sneak attack pulled off maybe a "I step up behind him and run my blade across his throat, I whisper in his ear "say hello to Bhaal when you see him". It doesn't change the results but just spices it up, aids imagination and can be both brutal and amusing depending on the situation.
Use the standard Array for your stats (15,14,13,12,10,8).Check with your DM first because some DM’s don’t allow it.Many people will advise you to roll (4d6, drop the lowest die) because it has the potential to give you an 18. With your racial stat bonus it could concievably be a 20.For a first level character this could be game-breaking for the DM.Especially if everyone else rolls mediocre stats.Since you are completely new to D&D, you have no idea what a good stat is, or where to put it. So do the following:
Put 15 in Dexterity, 14 in Charisma, and 13 in intelligence.With the stat bonuses, that would make Cha a 16 (+3 bonus), and Int 14 (+2 bonus). Honestly, you want your Dex score to be the highest it can be, but when you get to levels 4, 8, 10, 12, and 16, you will get the chance to boost your stats.Get your Dex up to 20 as soon aspossible.
The other stats don’t matter so much except for where you put the 8 (-1 penalty).If you put it in Strength, you won’t be able to carry much and your Athletics skill will suffer, that is the skill you use to climb and swim, as well as resist being grappled.If you out the 8 in Constitution, this will lower your hit points and make you more susceptable to pisons and disease...this is the absolute worst place you could put it.Or, you could make Wisdom the 8.This would make you weak-willed versus charm effects.It will also reduce your ability to percieve threats and traps, and finding traps is the Rogues bread-and Butter.However, you can offset this -1 bonus by choosing Perfeption as one of your “expertise” skills (you get douple proficiency bonus, see Player’s Handbook p.96).Low Wisdom scores are so much fun to roleplay, but the tactically sound approach would be to put the 8 in Strength.
When choosing your proficiencies, pick your background first before you select any class proficiencies.Good backgrounds for a Rogue include: Charlatan, Criminal, Noble, Sailor, and Urchin. All of those will give you proficiencies that are useful to a rogue.If you pick Guild Artisan, be a locksmith.Also consider the Noble of you want to be a refined, suave rogue.Your high Charisma will serve you well.
When you are ready to pick your proficiencies, here are some must-have’s for the rogue:
Stealth, you get advantage when attacking opponants that areu aware of your presence, also you get to useyour Sneak Attack when you have advantage on attacks.
Acrobatics or Athletcis, one is swimming and climbing, the other is jumping and balancing.Either or both would be good.
Deception or Persuasion, the difference being “Look officer, I live here and lost my keys...” vs. “Ladies and gentlemen of the Jury, I have lived a hard life...”. With your high Charisma, you would rock both of these skills.
Investigation or Perception.Your high Intelligence would help with Investigation, which can help you find traps.Perception helps you spot, hear, smell, or feel threats.
At first level, you get the Expertise ability, meaning you can double the proficiency bonus on certain skills when you use that skill.Consider choosing One if the skills tied to your low ability score, ex: if you made Wisdom the 8, choose Perception as one of your expertise options.Or, you could just be really good at something.
As far as equipment goes, there nothing wrong with the default gear.But at some point you should consider getting a light crossbow.Since you will only ever be making one ranged attack per round (borrowing rare circumstances) you might as well do 1d8 damage instead of the shortbow’s 1d6.
Throw daggers whenever you can.You have like nine of them.
I hope you enjoy D&D.I have been playing it since 1981, and it is an awesome way to spend time with your friends.
I highly recommend all GMs ban rolling for stats and as a PC I highly recommend refusing to do so unless forced. Mechanically it can make the game at worst unplayable and at slightly less bad unbalanced, and rp-wise it removes your ability to play the character you had in mind, replacing them with the character the dice provided. These factors can combine - rolling for stats can remove your ability to multiclass. It's a bad idea all around.
If you must roll for stats, 5d4 drop lowest plus one is much less bad for the game (and for you) than the stock rolling rules.
I highly recommend all GMs ban rolling for stats and as a PC I highly recommend refusing to do so unless forced. Mechanically it can make the game at worst unplayable and at slightly less bad unbalanced, and rp-wise it removes your ability to play the character you had in mind, replacing them with the character the dice provided. These factors can combine - rolling for stats can remove your ability to multiclass. It's a bad idea all around
You make it sound like the worst thing in the world and yet having used the rolling method many times I've never had it be that much of an issue. Sure the possibility exists that extremely good or extremely bad rolls might be made, but that's an anomaly. I've tried all 3 systems (standard set, buy or rolled) and some modified roll versions and never had any trouble with any of it.
RP wise it doesn't need to do anything. You have a range of stats to apply as you see fit, so it's quite possible to build whatever you want. As for multi-classing you only need a stat of 13, it would have to be a terrible set of rolls to not have a couple of those. At the end of the day if the rolls are an anomaly and game breaking in some way then you can re-roll or tweak them.
Arcaneus, these are some tips i share with new players. Let me know what you think.
1. D&D is a game. Learn about the game and you'll be more relaxed and understand how to use the rules, combat mechanics, character abilities, spells, etc. Its not complicated but it is layered and detailed, and gives you, the players, a lot of ways to enjoy the game. If you have a friend with a Players Handbook, plenty of good info in that. I wouldn't buy a copy as most of its on line until you're sure your going to stick with the game. Your DM can guide you on details you need to know and can advise if you really need to buy any of the books.
Spoiler Alert! There is info online and in the books about specific creatures, monsters, magic items and other facts that your character can't know yet. Please keep in the spirit of the game and avoid spoilers!
2. The game world is active and alive. You the player and the party need to figure out how to deal with the world, its inhabitants and its nature. Your characters will employ direct observation, other senses and role play while you are adventuring to do so. The DM will provide some information directly. It's your game- again, figure it out and have fun with it!
Assume that they will deal with you in a way the maximizes the outcome for themselves. This doesn't mean they are evil, although they may be. They aren't there waiting to make your character's life easy or roll over for them. If they fight you, they will do everything they can to win. If they can't win, they may flee or negotiate, and wait for another opportunity, or not. If they get the better of you, they will likely press the advantage up to and including killing you permanently. During a fight it may be prudent for you to flee or negotiate. Think of encountering a grizzly bear or a real crime boss who wants something you have. Either can be very dangerous and ruin your day. Dungeons & Dragons includes plenty of lethal game elements. Be careful.
4. Role playing is really important to the game.
Instead of saying "My character tells the Dwarven bartender he wants a pitcher of ale for the table", channel your character and tell the bartender directly! You don't have to use funny voices or accents. You will have way more fun and the party will be more productive if you and they know what's going on and RP is the best way find out. When you're trying to find out information, warm the target up a bit, just like you would in real life. Rather than walk in and abruptly ask "Do you know where the scary witch lives", or "where is the treasure" or whatever, develop some rapport.
5. Your character will learn new skills and gain abilities as you play. The more your character adventures, the more experience points (XPs) they get. Experience points drive level progression. They gain more skills and abilities as they progress levels in the game, typically level 1 through level 20. Bottom line: the more you play, the faster you level and get all those new cool and awesome abilities!
Your character will earn experience points in several ways: achieving an objective or winning a contest individually or with the party; neutralizing an enemy through direct action (combat), trickery, persuasion, intimidation or magical means; figuring out puzzles, mysteries and other mental challenges; using your character's abilities and skills in interesting ways; other ways as determined by the DM. Note: You don't have to kill something to get XPs.
Arcaneus, these are some tips i share with new players. Let me know what you think.
1. D&D is a game. Learn about the game and you'll be more relaxed and understand how to use the rules, combat mechanics, character abilities, spells, etc. Its not complicated but it is layered and detailed, and gives you, the players, a lot of ways to enjoy the game. If you have a friend with a Players Handbook, plenty of good info in that. I wouldn't buy a copy as most of its on line until you're sure your going to stick with the game. Your DM can guide you on details you need to know and can advise if you really need to buy any of the books.
Spoiler Alert! There is info online and in the books about specific creatures, monsters, magic items and other facts that your character can't know yet. Please keep in the spirit of the game and avoid spoilers!
2. The game world is active and alive. You the player and the party need to figure out how to deal with the world, its inhabitants and its nature. Your characters will employ direct observation, other senses and role play while you are adventuring to do so. The DM will provide some information directly. It's your game- again, figure it out and have fun with it!
Assume that they will deal with you in a way the maximizes the outcome for themselves. This doesn't mean they are evil, although they may be. They aren't there waiting to make your character's life easy or roll over for them. If they fight you, they will do everything they can to win. If they can't win, they may flee or negotiate, and wait for another opportunity, or not. If they get the better of you, they will likely press the advantage up to and including killing you permanently. During a fight it may be prudent for you to flee or negotiate. Think of encountering a grizzly bear or a real crime boss who wants something you have. Either can be very dangerous and ruin your day. Dungeons & Dragons includes plenty of lethal game elements. Be careful.
4. Role playing is really important to the game.
Instead of saying "My character tells the Dwarven bartender he wants a pitcher of ale for the table", channel your character and tell the bartender directly! You don't have to use funny voices or accents. You will have way more fun and the party will be more productive if you and they know what's going on and RP is the best way find out. When you're trying to find out information, warm the target up a bit, just like you would in real life. Rather than walk in and abruptly ask "Do you know where the scary witch lives", or "where is the treasure" or whatever, develop some rapport.
5. Your character will learn new skills and gain abilities as you play. The more your character adventures, the more experience points (XPs) they get. Experience points drive level progression. They gain more skills and abilities as they progress levels in the game, typically level 1 through level 20. Bottom line: the more you play, the faster you level and get all those new cool and awesome abilities!
Your character will earn experience points in several ways: achieving an objective or winning a contest individually or with the party; neutralizing an enemy through direct action (combat), trickery, persuasion, intimidation or magical means; figuring out puzzles, mysteries and other mental challenges; using your character's abilities and skills in interesting ways; other ways as determined by the DM. Note: You don't have to kill something to get XPs.
Thanks!
I do have a copy of the PHB, and the Starter Set with the basic rules - hopefully I'll play with my family this weekend - so am getting pretty well informed.
Just Dmed and played 4 1/2 hrs of the Lost Mine of Phandelver with my family. We had a great time and really enjoyed it. I was a bit slow, but gained a bit of experience and we're all go completely new so who cares as long as we all enjoyed it.
So happy I picked this game up and family like it too.
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Alright I just emailed my DM informing them about the stuff from SCAG and TCOE, and will tell you what they say when they respond. I think that's basically my character sorted, so thank you very much for all of your wisdom and help. I would still appreciate tips in general though! :)
General tips... always try to share the gameplay with others, especially if you have new/shy players who aren't as engaged. Actively pass them activities to get involved like "hey you should take point down this corridor because of high AC/high HP/good perception/night vision etc" or "We need to plan this attack, Brian, what's your thoughts?" If everyone is involved then everyone has fun and that's the name of the game. One example, in our games we say everyone does their own shopping. While it would make sense for my 20 CHA character to do all of the bartering, we make sure everyone has to discuss their needs separately with the merchants. You may not always get the best prices, but you will have everyone engaged and having social interactions.
Always try to describe your combat. Just saying "I rolled a 20 to hit and a 34 for damage" is dull, but "I spin around swinging towards his ribs, thats a 20 to hit. My blade slices into his side for 34 points, and I yell "enjoy the nine hells and tell them I sent you!" Battlecries are amusing but just sprinkled in, not every swing. Just think what am I swinging, where am I swinging it towards and what will my reaction be to a hit or miss? If you get that sneak attack pulled off maybe a "I step up behind him and run my blade across his throat, I whisper in his ear "say hello to Bhaal when you see him". It doesn't change the results but just spices it up, aids imagination and can be both brutal and amusing depending on the situation.
Thank you, those battle cries will become hilarious with the group of players we have, and will definitely make it a better experience.
Hello Arcaneus 1,
Consider these tips for creating your Rogue:
Use the standard Array for your stats (15,14,13,12,10,8). Check with your DM first because some DM’s don’t allow it. Many people will advise you to roll (4d6, drop the lowest die) because it has the potential to give you an 18. With your racial stat bonus it could concievably be a 20. For a first level character this could be game-breaking for the DM. Especially if everyone else rolls mediocre stats. Since you are completely new to D&D, you have no idea what a good stat is, or where to put it. So do the following:
Put 15 in Dexterity, 14 in Charisma, and 13 in intelligence. With the stat bonuses, that would make Cha a 16 (+3 bonus), and Int 14 (+2 bonus). Honestly, you want your Dex score to be the highest it can be, but when you get to levels 4, 8, 10, 12, and 16, you will get the chance to boost your stats. Get your Dex up to 20 as soon aspossible.
The other stats don’t matter so much except for where you put the 8 (-1 penalty). If you put it in Strength, you won’t be able to carry much and your Athletics skill will suffer, that is the skill you use to climb and swim, as well as resist being grappled. If you out the 8 in Constitution, this will lower your hit points and make you more susceptable to pisons and disease...this is the absolute worst place you could put it. Or, you could make Wisdom the 8. This would make you weak-willed versus charm effects. It will also reduce your ability to percieve threats and traps, and finding traps is the Rogues bread-and Butter. However, you can offset this -1 bonus by choosing Perfeption as one of your “expertise” skills (you get douple proficiency bonus, see Player’s Handbook p.96). Low Wisdom scores are so much fun to roleplay, but the tactically sound approach would be to put the 8 in Strength.
When choosing your proficiencies, pick your background first before you select any class proficiencies. Good backgrounds for a Rogue include: Charlatan, Criminal, Noble, Sailor, and Urchin. All of those will give you proficiencies that are useful to a rogue. If you pick Guild Artisan, be a locksmith. Also consider the Noble of you want to be a refined, suave rogue. Your high Charisma will serve you well.
When you are ready to pick your proficiencies, here are some must-have’s for the rogue:
Stealth, you get advantage when attacking opponants that areu aware of your presence, also you get to useyour Sneak Attack when you have advantage on attacks.
Acrobatics or Athletcis, one is swimming and climbing, the other is jumping and balancing. Either or both would be good.
Deception or Persuasion, the difference being “Look officer, I live here and lost my keys...” vs. “Ladies and gentlemen of the Jury, I have lived a hard life...”. With your high Charisma, you would rock both of these skills.
Investigation or Perception. Your high Intelligence would help with Investigation, which can help you find traps. Perception helps you spot, hear, smell, or feel threats.
At first level, you get the Expertise ability, meaning you can double the proficiency bonus on certain skills when you use that skill. Consider choosing One if the skills tied to your low ability score, ex: if you made Wisdom the 8, choose Perception as one of your expertise options. Or, you could just be really good at something.
As far as equipment goes, there nothing wrong with the default gear. But at some point you should consider getting a light crossbow. Since you will only ever be making one ranged attack per round (borrowing rare circumstances) you might as well do 1d8 damage instead of the shortbow’s 1d6.
Throw daggers whenever you can. You have like nine of them.
I hope you enjoy D&D. I have been playing it since 1981, and it is an awesome way to spend time with your friends.
Good Luck!
I highly recommend all GMs ban rolling for stats and as a PC I highly recommend refusing to do so unless forced. Mechanically it can make the game at worst unplayable and at slightly less bad unbalanced, and rp-wise it removes your ability to play the character you had in mind, replacing them with the character the dice provided. These factors can combine - rolling for stats can remove your ability to multiclass. It's a bad idea all around.
If you must roll for stats, 5d4 drop lowest plus one is much less bad for the game (and for you) than the stock rolling rules.
My DM let me have wings!!!!
Congrats!
You make it sound like the worst thing in the world and yet having used the rolling method many times I've never had it be that much of an issue. Sure the possibility exists that extremely good or extremely bad rolls might be made, but that's an anomaly. I've tried all 3 systems (standard set, buy or rolled) and some modified roll versions and never had any trouble with any of it.
RP wise it doesn't need to do anything. You have a range of stats to apply as you see fit, so it's quite possible to build whatever you want. As for multi-classing you only need a stat of 13, it would have to be a terrible set of rolls to not have a couple of those. At the end of the day if the rolls are an anomaly and game breaking in some way then you can re-roll or tweak them.
Thanks! :)
maaaaaaaaaaaaaaaaaaaaaaaan enjoy
Arcaneus, these are some tips i share with new players. Let me know what you think.
1. D&D is a game. Learn about the game and you'll be more relaxed and understand how to use the rules, combat mechanics, character abilities, spells, etc. Its not complicated but it is layered and detailed, and gives you, the players, a lot of ways to enjoy the game. If you have a friend with a Players Handbook, plenty of good info in that. I wouldn't buy a copy as most of its on line until you're sure your going to stick with the game. Your DM can guide you on details you need to know and can advise if you really need to buy any of the books.
There is a lot of helpful information about D&D and playing the game available to you. You are encouraged and welcome to check it out. This is a good place to start: https://www.dndbeyond.com/sources/basic-rules/introduction.
Spoiler Alert! There is info online and in the books about specific creatures, monsters, magic items and other facts that your character can't know yet. Please keep in the spirit of the game and avoid spoilers!
2. The game world is active and alive. You the player and the party need to figure out how to deal with the world, its inhabitants and its nature. Your characters will employ direct observation, other senses and role play while you are adventuring to do so. The DM will provide some information directly. It's your game- again, figure it out and have fun with it!
3. Non-player characters (NPCs), creatures, monsters, animals, etc are smart and/or instinctually capable.
Assume that they will deal with you in a way the maximizes the outcome for themselves. This doesn't mean they are evil, although they may be. They aren't there waiting to make your character's life easy or roll over for them. If they fight you, they will do everything they can to win. If they can't win, they may flee or negotiate, and wait for another opportunity, or not. If they get the better of you, they will likely press the advantage up to and including killing you permanently. During a fight it may be prudent for you to flee or negotiate. Think of encountering a grizzly bear or a real crime boss who wants something you have. Either can be very dangerous and ruin your day. Dungeons & Dragons includes plenty of lethal game elements. Be careful.
4. Role playing is really important to the game.
Instead of saying "My character tells the Dwarven bartender he wants a pitcher of ale for the table", channel your character and tell the bartender directly! You don't have to use funny voices or accents. You will have way more fun and the party will be more productive if you and they know what's going on and RP is the best way find out. When you're trying to find out information, warm the target up a bit, just like you would in real life. Rather than walk in and abruptly ask "Do you know where the scary witch lives", or "where is the treasure" or whatever, develop some rapport.
5. Your character will learn new skills and gain abilities as you play. The more your character adventures, the more experience points (XPs) they get. Experience points drive level progression. They gain more skills and abilities as they progress levels in the game, typically level 1 through level 20. Bottom line: the more you play, the faster you level and get all those new cool and awesome abilities!
Your character will earn experience points in several ways: achieving an objective or winning a contest individually or with the party; neutralizing an enemy through direct action (combat), trickery, persuasion, intimidation or magical means; figuring out puzzles, mysteries and other mental challenges; using your character's abilities and skills in interesting ways; other ways as determined by the DM. Note: You don't have to kill something to get XPs.
Thanks!
I do have a copy of the PHB, and the Starter Set with the basic rules - hopefully I'll play with my family this weekend - so am getting pretty well informed.
Yep, that all makes sense thank you for the tips.
Have a nice day!
Just Dmed and played 4 1/2 hrs of the Lost Mine of Phandelver with my family. We had a great time and really enjoyed it. I was a bit slow, but gained a bit of experience and we're all go completely new so who cares as long as we all enjoyed it.
So happy I picked this game up and family like it too.