I do feel like I might be a better player if I read tips on how to play a class before I play a campaign with a character of that class. But I also would like to develop my own play style for the class without preconceptions. It's a dilemma. I'll read general strategy articles, but not class-specific ones. I might only get to play that class in one campaign. Do I want the experience of playing it optimally or creatively? What do you think?
As a DM I would say it depends on your table as much as anything, my players always play character first class second, so if the rogue is impetuous and takes risks then the player will play him that way even if it is not the most optimal tactical play. A player playing pure tactics at our table would probably get very frustrated at spell choice and combat decisions.
On a wider level it also impacts subclass choice, so there is a wild magic barbarian at my table, probably one of the weakest of the barbarian subclasses but the backstory the player made at the start just fits that subclass (they made the backstory purposely before looking at subclasses).
i think people shouldnt read tips on which class to pick or how to play it. you should only play a class if you think it would be fun or if you want to try something new not because its strong
This is my opinion for me, but it may be helpful for you.
D&D is an RPG, I'm meant to be exploring my own ideas on what a character means. Therefore, I try to start with my own take on what the class does and means first. If I don't understand how certain ability or traits can synergise, I then go online to see what others say about it, and take it on board if I think it fitting for my character.
That's just how I play D&D though, it may or may not fit how you play.
Rollback Post to RevisionRollBack
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I ignore them. Partly because I have unearned overconfidence in my own abilities. 😄
But the bigger reason is there’s no absolute strategy that is always best. I think these guides often come from rpg video game guides, or at least the idea behind them does. But in a video game, every single person who plays will be facing the same enemies at the same point in their adventuring careers. So then it is possible to say, you should have this feat, and that spell prepared and this item is objectively best in slot. In D&D, it’s almost the opposite. Even if you are talking about using a published adventure, the DM can choose to make some changes. Or the party composition might force you into a different role than you expect (everyone else is a tomelock, so looks like the life cleric is going to be the tank). And that best in slot item might not exist.
And if you’re playing in a homebrew campaign, all bets are off. Sure, you’ve got that PAM/sentinel combo going, but in this campaign everyone can misty step and they just zip by you. You loaded up on fire spells, well the next 10 sessions will be on the elemental plane of fire, so I hope you know at least one other thing.
Also, those guides are for making a “build” not a character. It’s for a set of stats that make you good in a fight, but don’t always make sense if you want a character who grows organically. Which is absolutely a valid way to play, and is fun for lots of people, and I’m not saying they are wrong to like playing that way. It’s just not usually my cup of tea.
I like reading strategy guides, BUT, only if I can find several. Reason being, I like to hear several options around class/subclass mechanics and take from each the bits I like. I find if I can review a number of "guides" I get a decent idea of many different things the character CAN do and from there, pick and choose what I want them to do in the game. I most certainly don't find a guide and try to copy it because it's "THE BEST" but I do like being able to read others experiences and what they did with a class, for a more robust reference.
Rollback Post to RevisionRollBack
Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
I'll say I read them, but I don't read them "seriously," if that makes sense. As a player, I prefer to read through the features in the RAW and wonder about their applications. As a DM I tend to read "guides" as a way to anticipate "stunts" build oriented players may try to accomplish. I'm not reading this in some sort of "opposition intelligence," rather it's to give me a sense of things that players of that class/subclass think are cool, and consequently maybe build in places where the character can showcase that powerset.
I'm also fairly permissively "meta" at my table where I allow tactical group think, where character action can be deliberated collectively ... I generally have had the good fortune to not have players try to dominate other characters but rather just point out or ask for certain features to be used in certain encounters and let the player decide to go along with the group.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
To post a comment, please login or register a new account.
I do feel like I might be a better player if I read tips on how to play a class before I play a campaign with a character of that class. But I also would like to develop my own play style for the class without preconceptions. It's a dilemma. I'll read general strategy articles, but not class-specific ones. I might only get to play that class in one campaign. Do I want the experience of playing it optimally or creatively? What do you think?
As a DM I would say it depends on your table as much as anything, my players always play character first class second, so if the rogue is impetuous and takes risks then the player will play him that way even if it is not the most optimal tactical play. A player playing pure tactics at our table would probably get very frustrated at spell choice and combat decisions.
On a wider level it also impacts subclass choice, so there is a wild magic barbarian at my table, probably one of the weakest of the barbarian subclasses but the backstory the player made at the start just fits that subclass (they made the backstory purposely before looking at subclasses).
i think people shouldnt read tips on which class to pick or how to play it. you should only play a class if you think it would be fun or if you want to try something new not because its strong
This is my opinion for me, but it may be helpful for you.
D&D is an RPG, I'm meant to be exploring my own ideas on what a character means. Therefore, I try to start with my own take on what the class does and means first. If I don't understand how certain ability or traits can synergise, I then go online to see what others say about it, and take it on board if I think it fitting for my character.
That's just how I play D&D though, it may or may not fit how you play.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I ignore them. Partly because I have unearned overconfidence in my own abilities. 😄
But the bigger reason is there’s no absolute strategy that is always best. I think these guides often come from rpg video game guides, or at least the idea behind them does. But in a video game, every single person who plays will be facing the same enemies at the same point in their adventuring careers. So then it is possible to say, you should have this feat, and that spell prepared and this item is objectively best in slot.
In D&D, it’s almost the opposite. Even if you are talking about using a published adventure, the DM can choose to make some changes. Or the party composition might force you into a different role than you expect (everyone else is a tomelock, so looks like the life cleric is going to be the tank). And that best in slot item might not exist.
And if you’re playing in a homebrew campaign, all bets are off. Sure, you’ve got that PAM/sentinel combo going, but in this campaign everyone can misty step and they just zip by you. You loaded up on fire spells, well the next 10 sessions will be on the elemental plane of fire, so I hope you know at least one other thing.
Also, those guides are for making a “build” not a character. It’s for a set of stats that make you good in a fight, but don’t always make sense if you want a character who grows organically. Which is absolutely a valid way to play, and is fun for lots of people, and I’m not saying they are wrong to like playing that way. It’s just not usually my cup of tea.
I like reading strategy guides, BUT, only if I can find several. Reason being, I like to hear several options around class/subclass mechanics and take from each the bits I like. I find if I can review a number of "guides" I get a decent idea of many different things the character CAN do and from there, pick and choose what I want them to do in the game. I most certainly don't find a guide and try to copy it because it's "THE BEST" but I do like being able to read others experiences and what they did with a class, for a more robust reference.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
I'll say I read them, but I don't read them "seriously," if that makes sense. As a player, I prefer to read through the features in the RAW and wonder about their applications. As a DM I tend to read "guides" as a way to anticipate "stunts" build oriented players may try to accomplish. I'm not reading this in some sort of "opposition intelligence," rather it's to give me a sense of things that players of that class/subclass think are cool, and consequently maybe build in places where the character can showcase that powerset.
I'm also fairly permissively "meta" at my table where I allow tactical group think, where character action can be deliberated collectively ... I generally have had the good fortune to not have players try to dominate other characters but rather just point out or ask for certain features to be used in certain encounters and let the player decide to go along with the group.
Jander Sunstar is the thinking person's Drizzt, fight me.