In the last couple years I've had quite a few players completely new to D&D. It seems they always want to start play as Gandalf or some other caster with tons of spells. (My current campaigns are running at levels 4, 10 and 7.)
The thing is, the rules for casting are COMPLICATED. Players that have been playing for a while often forget how confusing the rules were when they first were first learning the game. (heck, even THEY have disagreements about how the rules work.)
IMO the best original character for a new player is the fighter (champion) followed by the Rogue (thief). This gives the player a chance to experience the game and figure out how the basic stuff works before they move on to complicated things like Casting. But this isn't the kind of character most new players want to play.
Depending on how i read the new player, I either warn them how complicated it can be and let them try to run a caster or give them an NPC to run for a couple sessions to get the hang of play before creating their own character. I've had mixed success with this approach.
I think it depends on how well versed the player is with videogames in general. If the player is well acquainted with turn based strategy video games (e.g.: Advance Wars, Fire Emblem, XCOM, Civilization), a D&D character sheet is not all that different from a unit's stat screen and grasping the basic combat rules is not all that difficult.
When I first started D&D a year ago, my main issue with the magic system is the spell slots. Determining how many spell slots you have can be a little confusing and tricky at first, but since D&D Beyond handles that stuff, the only time that issue comes up is if you are creating a character via pen and paper. Preparing spells was also a weird concept to get used to at first, although it is not too bad. For actual play, the primary obstacle is to getting used to having a highly segmented and broken up mana bar.
In my opinion, I think sorcerer might be the easiest to play since it has the fewest moving parts, and the moving parts it does have (metamagic) is pretty easy grasp and fun. Metamagic also helps new players ease into the spell slot system by giving them a way to create more temporary spell slots if they get too trigger happy with leveled spells. There is also no spell preparation to worry about.
In my opinion starting at first level is easiest, even for an experienced player like me playing a new class for the first time. That way you learn all of the features of the class one at a time and you have time to play with them one by one instead of being overwhelmed with all of the features, including spells, at once.
The funny thing I've noticed about D&D's spellcasting system is that for 5E, people who've never played D&D before seem to get how it works faster than people who are familiar with older editions. People who are really used to 2nd or 3rd edition seem to get really hung up on thinking that they've got to assign individual spell slots for each spell they prepare. If they already cast Magic Missile once, they think that they can't use it again until they've completed a long rest, even if they've got five spell slots remaining.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
If they already cast Magic Missile once, they think that they can't use it again until they've completed a long rest, even if they've got five spell slots remaining.
I have no problem with new players playing spellcasters. I just help them out when they need it.
Which is what I've been doing.
The problem is that half the playtime ends up explaining to the new players game mechanics & what specific spells do. (No, Blink doesn't teleport you. You want Misty Step.)
Because the new players tend to not bother reviewing what their characters can do or formulating battle tactics before play begins as players normally do, play loses inertia and bogs down and the rest of the players end up feeling neglected.
I guess I'm complaining that my role as DM is supposed to be the story manager, not a babysitter.
Do you think it would help if the babysitter role was assigned to the person bringing the new player in?
I have no problem with new players playing spellcasters. I just help them out when they need it.
Which is what I've been doing.
The problem is that half the playtime ends up explaining to the new players game mechanics & what specific spells do. (No, Blink doesn't teleport you. You want Misty Step.)
Because the new players tend to not bother reviewing what their characters can do or formulating battle tactics before play begins as players normally do, play loses inertia and bogs down and the rest of the players end up feeling neglected.
I guess I'm complaining that my role as DM is supposed to be the story manager, not a babysitter.
Do you think it would help if the babysitter role was assigned to the person bringing the new player in?
I have no problem with new players playing spellcasters. I just help them out when they need it.
Which is what I've been doing.
The problem is that half the playtime ends up explaining to the new players game mechanics & what specific spells do. (No, Blink doesn't teleport you. You want Misty Step.)
Because the new players tend to not bother reviewing what their characters can do or formulating battle tactics before play begins as players normally do, play loses inertia and bogs down and the rest of the players end up feeling neglected.
I guess I'm complaining that my role as DM is supposed to be the story manager, not a babysitter.
Do you think it would help if the babysitter role was assigned to the person bringing the new player in?
I think that’s a great idea.
Tbh I’m still not that great at battle tactics. I do roleplaying and social and mental stuff and let somebody else in the party tell my character what they should do when it comes to tactics.
I always try to help new players play whatever class they are most excited about, because if they're excited they'll be more likely to put in the work to learn to play. Even with more complex classes like druids or wizards. So I agree that giving them a level 1 character experience is the best, as it lets anyone start with a taste of the class they want without having TOO much going on.
Having a fellow player volunteer to offer suggestions/answers is also a huge help! It gives the player a specific person to turn to, taking pressure off the DM, and giving the new player a lot of support. You want to pick the right person...someone who'll only jump in when absolutely necessary, and will be good about pulling back as the new player is finding their stride.
In the last couple years I've had quite a few players completely new to D&D. It seems they always want to start play as Gandalf or some other caster with tons of spells. (My current campaigns are running at levels 4, 10 and 7.)
The thing is, the rules for casting are COMPLICATED. Players that have been playing for a while often forget how confusing the rules were when they first were first learning the game. (heck, even THEY have disagreements about how the rules work.)
IMO the best original character for a new player is the fighter (champion) followed by the Rogue (thief). This gives the player a chance to experience the game and figure out how the basic stuff works before they move on to complicated things like Casting. But this isn't the kind of character most new players want to play.
Depending on how i read the new player, I either warn them how complicated it can be and let them try to run a caster or give them an NPC to run for a couple sessions to get the hang of play before creating their own character. I've had mixed success with this approach.
How do other people resolve this dilemma?
I think it depends on how well versed the player is with videogames in general. If the player is well acquainted with turn based strategy video games (e.g.: Advance Wars, Fire Emblem, XCOM, Civilization), a D&D character sheet is not all that different from a unit's stat screen and grasping the basic combat rules is not all that difficult.
When I first started D&D a year ago, my main issue with the magic system is the spell slots. Determining how many spell slots you have can be a little confusing and tricky at first, but since D&D Beyond handles that stuff, the only time that issue comes up is if you are creating a character via pen and paper. Preparing spells was also a weird concept to get used to at first, although it is not too bad. For actual play, the primary obstacle is to getting used to having a highly segmented and broken up mana bar.
In my opinion, I think sorcerer might be the easiest to play since it has the fewest moving parts, and the moving parts it does have (metamagic) is pretty easy grasp and fun. Metamagic also helps new players ease into the spell slot system by giving them a way to create more temporary spell slots if they get too trigger happy with leveled spells. There is also no spell preparation to worry about.
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In my opinion starting at first level is easiest, even for an experienced player like me playing a new class for the first time. That way you learn all of the features of the class one at a time and you have time to play with them one by one instead of being overwhelmed with all of the features, including spells, at once.
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The funny thing I've noticed about D&D's spellcasting system is that for 5E, people who've never played D&D before seem to get how it works faster than people who are familiar with older editions. People who are really used to 2nd or 3rd edition seem to get really hung up on thinking that they've got to assign individual spell slots for each spell they prepare. If they already cast Magic Missile once, they think that they can't use it again until they've completed a long rest, even if they've got five spell slots remaining.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
That's called "trauma." :-)
I have no problem with new players playing spellcasters. I just help them out when they need it.
Which is what I've been doing.
The problem is that half the playtime ends up explaining to the new players game mechanics & what specific spells do. (No, Blink doesn't teleport you. You want Misty Step.)
Because the new players tend to not bother reviewing what their characters can do or formulating battle tactics before play begins as players normally do, play loses inertia and bogs down and the rest of the players end up feeling neglected.
I guess I'm complaining that my role as DM is supposed to be the story manager, not a babysitter.
Do you think it would help if the babysitter role was assigned to the person bringing the new player in?
I think that’s a great idea.
Tbh I’m still not that great at battle tactics. I do roleplaying and social and mental stuff and let somebody else in the party tell my character what they should do when it comes to tactics.
I always try to help new players play whatever class they are most excited about, because if they're excited they'll be more likely to put in the work to learn to play. Even with more complex classes like druids or wizards. So I agree that giving them a level 1 character experience is the best, as it lets anyone start with a taste of the class they want without having TOO much going on.
Having a fellow player volunteer to offer suggestions/answers is also a huge help! It gives the player a specific person to turn to, taking pressure off the DM, and giving the new player a lot of support. You want to pick the right person...someone who'll only jump in when absolutely necessary, and will be good about pulling back as the new player is finding their stride.
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