JustPlayItLoud
2012-10-10, 03:35 AM
Whenever I've had to teach 3.0/3.5 to a new player(s), I've always had the luxury of teaching either only having to teach one person, or having a significant amount of time (specifically not constrained by the timeframe of a "session") to do so. In this case, I like to be able to sit down one on one and help with character creation. I like to visit the race and class chapters of the PH first to help them create a basic concept, then roll and assign ability scores, and then go through the PH chapter by chapter until they've built a complete, serviceable level 1 character.
But tonight I got to thinking, what if I were trying to teach an entire group on new players at once? It wouldn't be my ideal situation, but it could happen. In that case I figured pregenerated characters are the way to go. Make a few basic characters, then give a new player the sheet that best matches their (very) basic character concept I've asked them to decide on. And then that got me to thinking about how I would write up the pregen characters, and I came up with a few ideas. And then I figured I could pick the Playground's collective brain and perhaps come up with a basic "handbook" or sorts for pregen characters.
First let me start with some of my thoughts:
1. Standard array for ability scores. 15, 14, 13, 12, 10, 8 is definitely good enough to illustrate the differences between higher and lower scores while putting everyone on a level playing field at first.
2. Assign ability scores in a somewhat "optimized" fashion (e.g. fighter with 8 charisma or wizard with 8 strength) without explaining my reasons for doing so. After some play I would probably ask players to try and explain why I chose to assign scores as I did. Assigning ability scores is a vital part of character building (unless you're a ridiculously SAD build) that seems to be oft overlooked (it seems like I see a lot of people I game with make sure they have a couple of important stats and then assign the rest however it looks good with little actual thought put into it)
3. Everyone's a human. With skills, feats, class abilities, saves, etc. the new players will have enough to worry about with a whole other (potentially quite large) list of abilities. If a player very strongly objects for some reason, consider changing.
4. Keep skills pretty basic by putting max ranks in as many skills as can be done. Each character will have at least one "social" skill (diplomacy, bluff, sense motive, intimidate), at least one "action" skill (jump, tumble, climb, sleight of hand, use magic device), and the rest of their skills in skills most thematically appropriate to their class. Probably no craft/profession for now. Perform only for bards and knowledge probably only for primary casters.
5. At least one active use feat. Something like power attack, etc. that the player can get familiarized with making the choice to use or ignore on a case by case basis. For human bonus feats I'm torn between either giving them all a simple, passive feat (I find myself very frequently taking improved initiative because it's a good feat and sometimes I prefer waiting until more exciting feats start opening up at higher levels) or giving them free reign on picking a feat they think sounds good. It isn't likely to matter if they pick a bad one, and I would likely ask at the end of a session if they thought the feat was useful or not, whether it was a good/bad choice then or in general, and perhaps discuss a little bit about some of the better and worse feats.
This is really all I have so far, and really these are just my opinions on how I would pregenerate characters for a party of new players. Now I really want to hear all your thoughts on the matter, especially in regard to spell selection for any new players brave enough to play a spellcaster. Also your thoughts on what classes to make available to new players.
P.S.: It's late and I'm fading, so if someone comes up with a snappy thread title to replace the humdrum one I came up with, feel free to submit it.
But tonight I got to thinking, what if I were trying to teach an entire group on new players at once? It wouldn't be my ideal situation, but it could happen. In that case I figured pregenerated characters are the way to go. Make a few basic characters, then give a new player the sheet that best matches their (very) basic character concept I've asked them to decide on. And then that got me to thinking about how I would write up the pregen characters, and I came up with a few ideas. And then I figured I could pick the Playground's collective brain and perhaps come up with a basic "handbook" or sorts for pregen characters.
First let me start with some of my thoughts:
1. Standard array for ability scores. 15, 14, 13, 12, 10, 8 is definitely good enough to illustrate the differences between higher and lower scores while putting everyone on a level playing field at first.
2. Assign ability scores in a somewhat "optimized" fashion (e.g. fighter with 8 charisma or wizard with 8 strength) without explaining my reasons for doing so. After some play I would probably ask players to try and explain why I chose to assign scores as I did. Assigning ability scores is a vital part of character building (unless you're a ridiculously SAD build) that seems to be oft overlooked (it seems like I see a lot of people I game with make sure they have a couple of important stats and then assign the rest however it looks good with little actual thought put into it)
3. Everyone's a human. With skills, feats, class abilities, saves, etc. the new players will have enough to worry about with a whole other (potentially quite large) list of abilities. If a player very strongly objects for some reason, consider changing.
4. Keep skills pretty basic by putting max ranks in as many skills as can be done. Each character will have at least one "social" skill (diplomacy, bluff, sense motive, intimidate), at least one "action" skill (jump, tumble, climb, sleight of hand, use magic device), and the rest of their skills in skills most thematically appropriate to their class. Probably no craft/profession for now. Perform only for bards and knowledge probably only for primary casters.
5. At least one active use feat. Something like power attack, etc. that the player can get familiarized with making the choice to use or ignore on a case by case basis. For human bonus feats I'm torn between either giving them all a simple, passive feat (I find myself very frequently taking improved initiative because it's a good feat and sometimes I prefer waiting until more exciting feats start opening up at higher levels) or giving them free reign on picking a feat they think sounds good. It isn't likely to matter if they pick a bad one, and I would likely ask at the end of a session if they thought the feat was useful or not, whether it was a good/bad choice then or in general, and perhaps discuss a little bit about some of the better and worse feats.
This is really all I have so far, and really these are just my opinions on how I would pregenerate characters for a party of new players. Now I really want to hear all your thoughts on the matter, especially in regard to spell selection for any new players brave enough to play a spellcaster. Also your thoughts on what classes to make available to new players.
P.S.: It's late and I'm fading, so if someone comes up with a snappy thread title to replace the humdrum one I came up with, feel free to submit it.