I plan to run Kragmaw Hideout for newbie players. I have a friend who is very crafty who is going to print and paint all of the minis, make a full-sized map with grids, etc. What I'd like is 5 characters to present to the four players. Each player will choose 1, leaving the 5th as a kidnapped compatriot and their reason to storm the hideout. I plan to run this dungeon multiple times, every time we have 3-4 folks who want to try D&D or are returning to D&D.
Where you all come in is I'd like help with what the 5 pre-generated characters should be. I'm looking for them to be simple enough for a new player to run. What are your suggestions? Also, what level should players be to successfully run this dungeon as written? Is level one too low?
If it’s for new players, I start with the four classics, champion fighter, life cleric, thief rogue, evocation wizard, then for number five, maybe a lore bard, or totem barbarian.
The four classics as Xalthu said, but after clicking around and re-reading for a bit I'm kind of leaning towards suggesting the gunslinger fighter as the fifth. Grit isn't any more complicated to keep track of as spell slots are, more akin to a monk's ki really, and doesn't cut off melee options so they could pivot to melee if the needs be. And musketeers are cool.
IMHO, with new players I try and make sure I cover the "bases" need for the adventure by more then 1 PC. So multiple PCs with thieves tools (if needed in adventure), multiple ways for healing (as new players often make mistakes and take damage when people who know the game would not), higher level (see last () ), PC's who can take damage ie more HP (if a lot of combat), etc. Also try and keep things as simple as possible with the PC's you do create, ie maybe all fighters and rogues as their are not a lot of spells and abilities and game play is fairly strait forward.
Why? I have played in intro games where 1 PC has been killed an the skills and abilities they had were crucial to the adventure being successful.
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I plan to run Kragmaw Hideout for newbie players. I have a friend who is very crafty who is going to print and paint all of the minis, make a full-sized map with grids, etc. What I'd like is 5 characters to present to the four players. Each player will choose 1, leaving the 5th as a kidnapped compatriot and their reason to storm the hideout. I plan to run this dungeon multiple times, every time we have 3-4 folks who want to try D&D or are returning to D&D.
Where you all come in is I'd like help with what the 5 pre-generated characters should be. I'm looking for them to be simple enough for a new player to run. What are your suggestions? Also, what level should players be to successfully run this dungeon as written? Is level one too low?
If it’s for new players, I start with the four classics, champion fighter, life cleric, thief rogue, evocation wizard, then for number five, maybe a lore bard, or totem barbarian.
The four classics as Xalthu said, but after clicking around and re-reading for a bit I'm kind of leaning towards suggesting the gunslinger fighter as the fifth.
Grit isn't any more complicated to keep track of as spell slots are, more akin to a monk's ki really, and doesn't cut off melee options so they could pivot to melee if the needs be.
And musketeers are cool.
IMHO, with new players I try and make sure I cover the "bases" need for the adventure by more then 1 PC. So multiple PCs with thieves tools (if needed in adventure), multiple ways for healing (as new players often make mistakes and take damage when people who know the game would not), higher level (see last () ), PC's who can take damage ie more HP (if a lot of combat), etc. Also try and keep things as simple as possible with the PC's you do create, ie maybe all fighters and rogues as their are not a lot of spells and abilities and game play is fairly strait forward.
Why? I have played in intro games where 1 PC has been killed an the skills and abilities they had were crucial to the adventure being successful.