That is an extremely loaded question with a million variables.
Speaking very generally, a fully rested spellcaster is typically going to be better than a martial class. A spellcaster who is out of spell slots is typically going to be worse. A spellcaster who is out of all their spell slots and any special abilities is going to be much worse.
For example, in the early levels, a Circle of the Moon Druid who is totally out of spell slots can still probably outfight several Martial classes, provided they have both of their Wild Shapes still. If they're out of Spell Slots and Wild Shapes, then they'll be much worse.
I guess the biggest thing it comes down to in a campaign is the question: How often do you get to rest?
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Short rests is one thing; as far as spellcasters go, only Warlocks really regain their Spell Slots from them. Some types of Wizards and Druids (maybe some others?) can regain a couple, but typically spellcasters need a Long Rest to regain their spell slots. Druids regain their Wild Shapes, but not spells.
So, yeah, if you get very few chances to rest you might have more fun with a martial class. Or you can split the difference and go one of the partial-caster classes/subclasses. Paladin, Arcane Trickster Rogue, Eldritch Knight Fighter, etc.
Thanks for the reply, generally the DM doesn't give much opportunity for short rests so that might make a martial class more suitable?
The game was balanced on the presumption that you'll be getting at least a couple of Short Rests a day. If your DM isn't going to give you those, then the mechanics of some classes will suffer. Every class makes use of Short Rests to some degree for healing, but classes like the Monk or Fighter(especially the Battle Master) need them to stay potent. Talk to your DM, ask them if it's their intention to nerf certain classes by limiting Short Rests.
Thanks for the reply, generally the DM doesn't give much opportunity for short rests so that might make a martial class more suitable?
Honestly, it depends. There are plenty of spellcasters out there that do not really care about short rests. What it comes down to is what do you want to do? 5e is a pretty flexible system which allows you to build both martials and spellcasters as simple or complex as you want. For a true new player who doesn't have an idea what they want to do, I'd probably recommend a cleric. Clerics can be pretty functional in melee getting decent hitpoints and armor AND are full spell casters so you can sling some spells too if you want to.
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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.
Depending on how familiar you are with the system (relatively new leaves some wiggle room) and how experienced your play group is I'd probably recommend martial class (barbarian/ fighter/ rogue/ monk) or paladin (spell slots used mostly on divine smite), ranger (archery fighting style, spell slots on hunters mark), or warlock (eldritch blast as main output). This will give straight more straight forward mechanics while limiting the complexity of the spellcasting system on your first play through. This will allow you to get up to speed quickly and begin to study the nuances.
A more experienced group (or at least one experienced player, possibly the DM) or the willingness to explore your class and refresh between sessions will help you overcome any learning curve that is associated with any class.
Worst case scenario has you learning on the fly, refreshing each session while having 2 or 3 new players playing full casters and 2 or 3 more players playing half or third casters (Paladin/ranger or Eldritch Knight/Arcane Trickster, respectively. The EK is fighter subclass & Arcane Trickster is a rogue subclass). As a brand new DM, this is what I was dealing with and I don't think my players were reviewing their classes until they were suppose to do something. We've made it through several sessions but the progress has been super slow.
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Relatively new to D&D and was wondering what general opinion was. Is a spellcaster better or not or is it just down to playstyle?
That is an extremely loaded question with a million variables.
Speaking very generally, a fully rested spellcaster is typically going to be better than a martial class. A spellcaster who is out of spell slots is typically going to be worse. A spellcaster who is out of all their spell slots and any special abilities is going to be much worse.
For example, in the early levels, a Circle of the Moon Druid who is totally out of spell slots can still probably outfight several Martial classes, provided they have both of their Wild Shapes still. If they're out of Spell Slots and Wild Shapes, then they'll be much worse.
I guess the biggest thing it comes down to in a campaign is the question: How often do you get to rest?
I'd say the biggest question is just "what's your preferred playstyle?"
If you want to play a spell-slinger, go for it. Magic is awesome.
If you want to play a non-magical combatant, go for it. Martial classes are also awesome.
It all comes down to what type of character you think you'll enjoy playing the most.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Thanks for the reply, generally the DM doesn't give much opportunity for short rests so that might make a martial class more suitable?
Short rests is one thing; as far as spellcasters go, only Warlocks really regain their Spell Slots from them. Some types of Wizards and Druids (maybe some others?) can regain a couple, but typically spellcasters need a Long Rest to regain their spell slots. Druids regain their Wild Shapes, but not spells.
So, yeah, if you get very few chances to rest you might have more fun with a martial class. Or you can split the difference and go one of the partial-caster classes/subclasses. Paladin, Arcane Trickster Rogue, Eldritch Knight Fighter, etc.
The game was balanced on the presumption that you'll be getting at least a couple of Short Rests a day. If your DM isn't going to give you those, then the mechanics of some classes will suffer. Every class makes use of Short Rests to some degree for healing, but classes like the Monk or Fighter(especially the Battle Master) need them to stay potent. Talk to your DM, ask them if it's their intention to nerf certain classes by limiting Short Rests.
Generally spellcasters have more potential power and versatility, but have to manage resources (spell slots) more while doing so.
Honestly, it depends. There are plenty of spellcasters out there that do not really care about short rests. What it comes down to is what do you want to do? 5e is a pretty flexible system which allows you to build both martials and spellcasters as simple or complex as you want. For a true new player who doesn't have an idea what they want to do, I'd probably recommend a cleric. Clerics can be pretty functional in melee getting decent hitpoints and armor AND are full spell casters so you can sling some spells too if you want to.
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
Depending on how familiar you are with the system (relatively new leaves some wiggle room) and how experienced your play group is I'd probably recommend martial class (barbarian/ fighter/ rogue/ monk) or paladin (spell slots used mostly on divine smite), ranger (archery fighting style, spell slots on hunters mark), or warlock (eldritch blast as main output). This will give straight more straight forward mechanics while limiting the complexity of the spellcasting system on your first play through. This will allow you to get up to speed quickly and begin to study the nuances.
A more experienced group (or at least one experienced player, possibly the DM) or the willingness to explore your class and refresh between sessions will help you overcome any learning curve that is associated with any class.
Worst case scenario has you learning on the fly, refreshing each session while having 2 or 3 new players playing full casters and 2 or 3 more players playing half or third casters (Paladin/ranger or Eldritch Knight/Arcane Trickster, respectively. The EK is fighter subclass & Arcane Trickster is a rogue subclass). As a brand new DM, this is what I was dealing with and I don't think my players were reviewing their classes until they were suppose to do something. We've made it through several sessions but the progress has been super slow.