College of Valor, maybe.But I got to say - Divine Magic, likes the front lines, can take a hit = bard?!?
College of Valor, maybe.But I got to say - Divine Magic, likes the front lines, can take a hit = bard?!?
Sounds like I need to work on the quiz.Neat,
But I got to say - Divine Magic, likes the front lines, can take a hit = bard?!?
I have 3rd party material that has been thoroughly tested and wanted to give players more options.Any special reason you're not sticking to the official PHB classes? (Since there are only thirteen official classes, I'm assuming the other seven are third-party material.)
I'm sure your third-party material is fine, but with all the subclasses, I feel like there are already lots of options for new players. You don't want to give them choice paralysis. I'd say this is more than enough classes--no further ones needed. (And if it were me, I'd just stick to the official classes, personally.)I have 3rd party material that has been thoroughly tested and wanted to give players more options.
That is exactly what my friend told me when setting up the club. He said “there is a thing as too much choice.” This is why only the 20 classes I listed will exist as options for the club.I'm sure your third-party material is fine, but with all the subclasses, I feel like there are already lots of options for new players. You don't want to give them choice paralysis. I'd say this is more than enough classes--no further ones needed.
I do think some of the extra classes could use writeups that make clearer what their distinct niche is intended to be. For example, from this list I'm fuzzy on the difference between a ranger and a warden, or a rogue and a ninja.That is exactly what my friend told me when setting up the club. He said “there is a thing as too much choice.” This is why only the 20 classes I listed will exist as options for the club.
Oh the Club is to have an excuse to play Dungeons and Dragons 5th edition. Trying to say my version is better or what not is not my intention. Will take your advice on adding the extra classes later or if the players want some more options.Only 20...
Look, you still haven't said what the intent of the club is or who the players are (in terms of their exposure and experience) but if my initial assumption is right...
If your goal is to show how clever you are and how unique your vision of D&D is or even to re-write D&D I think you are going to find that your club struggles.
Honestly, start small. You can always grow later. Use the Basic classes, or just the PHB ones. New players will not know, or care, what they are missing. Then later you can add third party as people want more choices.
1. I have introduced my family to playing Dungeons and Dragons 5e 2014 with the official rules.Two questions:
1. How much experience do you have introducing D&D to new players?
2. What is the experience range of the players? (My "beginner" groups almost always have a few (1) experienced players just looking for a game, a few (2) that are broadly familiar with D&D (maybe they're played BG 3 or something) and a few (3) that are new to the entire concept.)
If your answer to 1 is "not much," and/or if most of your players are categories 1-2, I would strongly recommend the "less is more approach." Adding more 3PP seems more like you are doing it for yourself than for the players; they won't know the difference, and you are adding a lot of complexity between them and getting started in the game. In my (fairly extensive) experience with groups of mostly new players, you want to get them playing as quickly as possible and let them learn through play.
If they're category 3, I try to steer new players towards basic classes: fighter, rogue, barbarian, wizard, cleric. The fewer decisions, the better.
Because WotC is just a small part of what's out there, and no more important than any other part.Any special reason you're not sticking to the official PHB classes? (Since there are only thirteen official classes, I'm assuming the other seven are third-party material.)