So I have this idea for a way to quickly introduce new players to the game and perhaps be an alternate way to play. Its really simple and could be used to LEARN to DM as well. Basically, create a fight-to-the-death Colosseum and utilize DnDBeyond's Character Creation Randomizer to randomly create a bunch of 3rd level characters. Give each a club and a dagger, as these weapons are littered around the colloseum's death pit... nothing else. They were captured and stripped of armor and enter the arena empty handed. The new players roll to determine which pre-rolled random character they will play and then they are handed their character sheets. The players can decide to work together and attack the NPCs also put into the pit or attack each other. Death can be quick! Let it happen! They get a new character upon death that the DM can basically just throw in there. You might think "why?", but this method would get players up to speed very quickly, avoids character creation regret and wasted time, and lets players play a variety of races and classes before they commit to a race or class. Reward experience to the player for roleplaying the character well, even if they died 6 times that evening. This would teach your players that death is real in your games and how to handle it. It would also likely be HILARIOUS and FUN as a new player. Game shops that offer gaming tables would do well to encourage this type of play, since the typical campaigns tend to peter out quickly, as players attempt to make each session all about themselves. A "house DM" could run Colosseum battles all day if interest was there. Just an idea.
I can see this working for some groups - it puts a little too much focus on combat for my tastes, when that is only one part of a multifaceted game, but to each their own.
That said, you should give players the default starting equipment for their randomly generated character. It is not going to be fun when a character picks up a Warlock and starts Eldritch Blasting everything to death, while the Barbarian runs around with a little potsticker, having to find an item before they can start actually making attacks.
it would be fun for the person who picked up that warlock! Its not meant to be a campaign as much as a training session or a fun 'introductory session'. A DM could create a world around the colosseum or simply put it in their existing campaign world if they wanted. I dont know about you, but in your hypothetical warlock vs barbarian, I would attack that warlock asap.. knowing Im next to get blasted!
Honestly, I'd just give standard weapons/equipment for each class. It's not going to be fun being a Wizard with no ability to cast any spells requiring material components up against a Rogue who is right in his element.
Otherwise, I think it's a good idea for learning the mechanics. It allows them to get a feel for can't and how the game works. I'd perhaps add an RP section too, perhaps the players can negotiate for their release at the end of the fights or have to barter for better equipment or something - so the players can see the other side of D&D too.
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.
Thanks! Its a loose framework idea that a DM can do what they please with. Someone is attending these events.. maybe open magic is allowed, or sorcerers are subtly influencing events, unknown to the crowd? Maybe they are placing bets, and trying to cheat? Maybe there are hidden weapon stashes or good hiding spots to utilize... its up to the DM. Giving standard weapons/equipment would encourage fiercely independent play-styles instead of opportunistic cooperation that might come from a handicapped-from-the-start situation. As far as roleplaying, what better way to learn to play a character and not YOURSELF than this? Its up to the DM how and IF any of these would become your player character in a campaign. A DM could choose to use these characters as NPCs if they wished after they survived the battles. Or they could reward the player experience, so when they roll that level 5 character to start the campaign...they earned it.
Character classes are not balanced around PvP encounters. If I was a new player and I did 6 times in a session I would never want to play again.
While rolling for a character is certainly a way to do it, D&D 5e is a game of heroic fantasy. The players should be creating or picking characters that they identify with.
Adventurer's League lets players completely change their character up through level 5. We play with that rule in our home (non AL) group despite being decade+ veterans of D&D.
As far as roleplaying, what better way to learn to play a character and not YOURSELF than this?
Umm, I realize you are very enthusiastic about your new idea, but my reaction to this sentence was, "literally anything else?"
I'm not sure what you mean by 'roleplaying' here, but you're creating characters with no backstory and giving players no time or incentive to even think about who or what their character is. All new players are really going to learn from this setup is the basics of combat, and in a lot of cases it's probably going to give them a bad/incorrect first impression of certain races or classes
Where this idea has some potential is as a really wild beginning to a campaign with experienced players, who would be far better equipped to handle what the RNG throws at them
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Like I said, its an introduction to combat and the game for new players. Why not play a few classes and races before deciding to commit? Could also allow for new DMs to learn if they WANT to DM or not without investing a massive amount of time on the front end. Its also good for learning how to die in the game. Some people suck at dying. Knowing how to die gracefully or heroically or even humorously will make you more fun to play with and to DM for.
I just wonder if getting a randomly generated character and having to figure that character out on the fly would be overwhelming for someone too new to the game.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So I have this idea for a way to quickly introduce new players to the game and perhaps be an alternate way to play. Its really simple and could be used to LEARN to DM as well. Basically, create a fight-to-the-death Colosseum and utilize DnDBeyond's Character Creation Randomizer to randomly create a bunch of 3rd level characters. Give each a club and a dagger, as these weapons are littered around the colloseum's death pit... nothing else. They were captured and stripped of armor and enter the arena empty handed. The new players roll to determine which pre-rolled random character they will play and then they are handed their character sheets. The players can decide to work together and attack the NPCs also put into the pit or attack each other. Death can be quick! Let it happen! They get a new character upon death that the DM can basically just throw in there. You might think "why?", but this method would get players up to speed very quickly, avoids character creation regret and wasted time, and lets players play a variety of races and classes before they commit to a race or class. Reward experience to the player for roleplaying the character well, even if they died 6 times that evening. This would teach your players that death is real in your games and how to handle it. It would also likely be HILARIOUS and FUN as a new player. Game shops that offer gaming tables would do well to encourage this type of play, since the typical campaigns tend to peter out quickly, as players attempt to make each session all about themselves. A "house DM" could run Colosseum battles all day if interest was there. Just an idea.
I can see this working for some groups - it puts a little too much focus on combat for my tastes, when that is only one part of a multifaceted game, but to each their own.
That said, you should give players the default starting equipment for their randomly generated character. It is not going to be fun when a character picks up a Warlock and starts Eldritch Blasting everything to death, while the Barbarian runs around with a little potsticker, having to find an item before they can start actually making attacks.
it would be fun for the person who picked up that warlock! Its not meant to be a campaign as much as a training session or a fun 'introductory session'. A DM could create a world around the colosseum or simply put it in their existing campaign world if they wanted. I dont know about you, but in your hypothetical warlock vs barbarian, I would attack that warlock asap.. knowing Im next to get blasted!
Honestly, I'd just give standard weapons/equipment for each class. It's not going to be fun being a Wizard with no ability to cast any spells requiring material components up against a Rogue who is right in his element.
Otherwise, I think it's a good idea for learning the mechanics. It allows them to get a feel for can't and how the game works. I'd perhaps add an RP section too, perhaps the players can negotiate for their release at the end of the fights or have to barter for better equipment or something - so the players can see the other side of D&D too.
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.
Thanks! Its a loose framework idea that a DM can do what they please with. Someone is attending these events.. maybe open magic is allowed, or sorcerers are subtly influencing events, unknown to the crowd? Maybe they are placing bets, and trying to cheat? Maybe there are hidden weapon stashes or good hiding spots to utilize... its up to the DM. Giving standard weapons/equipment would encourage fiercely independent play-styles instead of opportunistic cooperation that might come from a handicapped-from-the-start situation. As far as roleplaying, what better way to learn to play a character and not YOURSELF than this? Its up to the DM how and IF any of these would become your player character in a campaign. A DM could choose to use these characters as NPCs if they wished after they survived the battles. Or they could reward the player experience, so when they roll that level 5 character to start the campaign...they earned it.
Character classes are not balanced around PvP encounters. If I was a new player and I did 6 times in a session I would never want to play again.
While rolling for a character is certainly a way to do it, D&D 5e is a game of heroic fantasy. The players should be creating or picking characters that they identify with.
Adventurer's League lets players completely change their character up through level 5. We play with that rule in our home (non AL) group despite being decade+ veterans of D&D.
Intro adventures like Lost Mine of Phandever and Dragon of Icespire Peak exist for a reason.
I also recommend Curtain Call on DMs Guild.
Site Info: Wizard's ToS | Fan Content Policy | Forum Rules | Physical Books | Content Not Working | Contact Support
How To: Homebrew Rules | Create Homebrew | Snippet Codes | Tool Tips (Custom) | Rollables (Generator)
My Homebrew: Races | Subclasses | Backgrounds | Feats | Spells | Magic Items
Other: Beyond20 | Page References | Other Guides | Entitlements | Dice Randomization | Images Fix | FAQ
I think you missed the point or didnt read any follow ups.
Umm, I realize you are very enthusiastic about your new idea, but my reaction to this sentence was, "literally anything else?"
I'm not sure what you mean by 'roleplaying' here, but you're creating characters with no backstory and giving players no time or incentive to even think about who or what their character is. All new players are really going to learn from this setup is the basics of combat, and in a lot of cases it's probably going to give them a bad/incorrect first impression of certain races or classes
Where this idea has some potential is as a really wild beginning to a campaign with experienced players, who would be far better equipped to handle what the RNG throws at them
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Like I said, its an introduction to combat and the game for new players. Why not play a few classes and races before deciding to commit? Could also allow for new DMs to learn if they WANT to DM or not without investing a massive amount of time on the front end. Its also good for learning how to die in the game. Some people suck at dying. Knowing how to die gracefully or heroically or even humorously will make you more fun to play with and to DM for.
I just wonder if getting a randomly generated character and having to figure that character out on the fly would be overwhelming for someone too new to the game.