Bought the D&D Essential kit on Amazon since its not expensive and we can enjoy the try without losing anything.
My question today is: Anyone have tips for us ?
We're gonna follow the manual but i'd like to know if there's a good guide on how to create a proper character for the player.
Would love to know if there's something free like a spell list for mages or ability list for rogue and all that stuff.
If we enjoy the game i'm gonna buy the manual for sure cause that's actually my dream but can't buy them if i'm not gonna use them you know,i have to try it out before.
The Essentials Kit contains the basic rules, this will provide enough information for things like rogue skills and wizard spells.
For character creation for new players, ask them what character from films/books they like, and see how to build something similar (not identical) by choosing one of the basic races and classes. Ideally they'll choose something from the Lord of the Rings films, simply because they map most directly onto D&D classes - something from anime might not map so easily to a race and class in D&D.
The Essentials Kit covers everything you need. I assume based on your post that you have ordered it but not received it - it walks you through character creation, lists spells, and puts everything you need in the box. Nothing additional needed, except for some extra dice to speed up rolling for everyone.
If you want some extra material as you are more comfortable with the game (and have redeemed your free expansion adventures on D&D Beyond using the code in the box!) the Basic Rules are available for free here: https://www.dndbeyond.com/sources/basic-rules
The only tip you need to start: Whomever is DMing, READ THE WHOLE ADVENTURE. Then review the section the party will likely do before the game. You will need to be flexible and go with what the party wants to do, but you'll save yourself a lot of in-game headaches if you're prepared.
Certain characters are harder to play than others, especially when you do not know them. Wizard in particular have a lot of stuff going on, if only because they can change their spells every day. So it can be harder to play them. Warlocks are harder to make effective. They get lots of great things that only really work if you concentrate multiple abilities on doing one thing. For example, the Cantrip Eldritch Blast is the best cantrip in the game .... IF you get the right invocations to make it powerful. If you just take it and do nothing else then it is only OK. Warlocks are harder to understand - they are the guy that does magic without using spell slots, not a wizard. Think of them as a magical creature rather than a magic using person.
You generally need at least one: Damage Guy (DPR = Damage per round), Armored Guy (Tank), and Utility (Buffs, healing, debuffs, control spells). I am not saying that a party without a DPR, Tank, and Utility are going to fail, just that it is a lot easier to not die if you have one of each.
DPR: Barbarians, Fighters, Paladins and Rangers do DPR well throughout the game. It is easier to play if you have at least one of those types in your party and he focuses more on damage.
Tank: Barbarians, Fighters, Druids, Paladins and Clerics Tank well throughout the game. It is easier to play if you have at least one of these types in your party focusing on Not taking damage.
Utility: Sorceror, Rogue, Bard, Cleric, and Wizard have a lot of helpful utility powers. While you do not have to be focuses on the utility stuff, if you do not have any of these classes, the party will find certain mundane tasks to be quite problematic. Not having a Dispel Magic available can totally screw up the party.
The other classes, Monk and Warlock are more generalists. They have singular abilities that can be very effective, but parties that do not have them do not automatically suffer from the lack.
Also note, at least one party member should have some form of healing that works on other characters, though a lot of classes and subclasses has that (Paladin, Ranger, Cleric, Druid, Bard, are the main classes but Sorcerer and Warlock have Divine subclasses that heal). You could also have one character take Medicine skill or feat that helps them heal others, but both the Healer feat and the Medicine Skill are insufficient by themselves.
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Hello everyone,thanks if you're reading this and sorry for my poor english.
I wanted to play D&D for a long time,watched crazy amount of games played by other on twitch/youtube but never had the chance to play one myself.
Now i've managed to get a party of friend that wanted to try it out https://1921681254.mx/ https://100001****/.
Bought the D&D Essential kit on Amazon since its not expensive and we can enjoy the try without losing anything.
My question today is:
Anyone have tips for us ?
We're gonna follow the manual but i'd like to know if there's a good guide on how to create a proper character for the player.
Would love to know if there's something free like a spell list for mages or ability list for rogue and all that stuff.
If we enjoy the game i'm gonna buy the manual for sure cause that's actually my dream but can't buy them if i'm not gonna use them you know,i have to try it out before.
Thanks for reading until now,see you !
The Essentials Kit contains the basic rules, this will provide enough information for things like rogue skills and wizard spells.
For character creation for new players, ask them what character from films/books they like, and see how to build something similar (not identical) by choosing one of the basic races and classes. Ideally they'll choose something from the Lord of the Rings films, simply because they map most directly onto D&D classes - something from anime might not map so easily to a race and class in D&D.
The Essentials Kit covers everything you need. I assume based on your post that you have ordered it but not received it - it walks you through character creation, lists spells, and puts everything you need in the box. Nothing additional needed, except for some extra dice to speed up rolling for everyone.
If you want some extra material as you are more comfortable with the game (and have redeemed your free expansion adventures on D&D Beyond using the code in the box!) the Basic Rules are available for free here: https://www.dndbeyond.com/sources/basic-rules
The only tip you need to start: Whomever is DMing, READ THE WHOLE ADVENTURE. Then review the section the party will likely do before the game. You will need to be flexible and go with what the party wants to do, but you'll save yourself a lot of in-game headaches if you're prepared.
Even a blind squirrel finds a nut once in awhile.
Certain characters are harder to play than others, especially when you do not know them. Wizard in particular have a lot of stuff going on, if only because they can change their spells every day. So it can be harder to play them. Warlocks are harder to make effective. They get lots of great things that only really work if you concentrate multiple abilities on doing one thing. For example, the Cantrip Eldritch Blast is the best cantrip in the game .... IF you get the right invocations to make it powerful. If you just take it and do nothing else then it is only OK. Warlocks are harder to understand - they are the guy that does magic without using spell slots, not a wizard. Think of them as a magical creature rather than a magic using person.
You generally need at least one: Damage Guy (DPR = Damage per round), Armored Guy (Tank), and Utility (Buffs, healing, debuffs, control spells). I am not saying that a party without a DPR, Tank, and Utility are going to fail, just that it is a lot easier to not die if you have one of each.
DPR: Barbarians, Fighters, Paladins and Rangers do DPR well throughout the game. It is easier to play if you have at least one of those types in your party and he focuses more on damage.
Tank: Barbarians, Fighters, Druids, Paladins and Clerics Tank well throughout the game. It is easier to play if you have at least one of these types in your party focusing on Not taking damage.
Utility: Sorceror, Rogue, Bard, Cleric, and Wizard have a lot of helpful utility powers. While you do not have to be focuses on the utility stuff, if you do not have any of these classes, the party will find certain mundane tasks to be quite problematic. Not having a Dispel Magic available can totally screw up the party.
The other classes, Monk and Warlock are more generalists. They have singular abilities that can be very effective, but parties that do not have them do not automatically suffer from the lack.
Also note, at least one party member should have some form of healing that works on other characters, though a lot of classes and subclasses has that (Paladin, Ranger, Cleric, Druid, Bard, are the main classes but Sorcerer and Warlock have Divine subclasses that heal). You could also have one character take Medicine skill or feat that helps them heal others, but both the Healer feat and the Medicine Skill are insufficient by themselves.