Advice for a new DnD player

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Saltarius

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Aug 30, 2011
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So at some point and time in the future I'm going to be starting up with DnD with a few friends. I wanted to get some forumgoers advice to a new player, specifically character buidling, mainly from a story standpoint. What I mean by that is how to create a compelling driving force behind a chacracter's action, like with paladins (serving their deity) or druids (protecting the forest) but a more personal one, like revenge and such. It'd also be good to get some general tips for playing.
 

Jitters Caffeine

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Sep 10, 2011
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Well, I play a Cleric. So I took that and expanded off the fact I knew I wanted to eventually become a Contemplative, which, according to the fluff of the class, means you have to have had actual contact from your deity. I also knew I needed a reason for traveling, and our DM likes us to have a "nemesis" of sorts to be a possible random encounter or side story. So after I had all the pieces in front of me, all I had to do was expand.

I did this, My Cleric was forced away of his monastery after he assaulted a higher ranking official of the church with a mace after he discovered this man was forcing himself on the female citizens of the local town by telling them he was going to bring them in for worshiping Evil gods or practicing evil magic. Even though my character was morally justified, assaulting another member is expressly forbidden, especially someone of a higher position, which is usually associated with having a closer relationship with your Deity. He wasn't forced to leave the church, but he was asked to take requests away from the church. When he left, he was told by his god that he was still in his favor, and would still be able to perform his duties as a holy man.

All you have to do is lay out what you have, think about what makes you really want to play that class or race, then add a little personality to it.
 

tippy2k2

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For character creation, I would strongly recommend that you check out D&D Insider. It's about...$80? a year but gives you access to the character builder, which is an automated way to create and customize characters.

As for story, steal. Seriously, some of the best stories you can tell have already been told in various medias. Steal from books, steal from video games, steal from movies, steal from music, anywhere you can get a story.

Are you going to be DMing or who is going to run the campaign? What edition are you going to be running? Do you have all your stuff you'll need? Do you have players who wish to play? Most importantly, will there be pizza?
 

Chasing-The-Light

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For most characters that I make in DnD I always go through this before starting a campaign. By answering all of these it forces me, personally, to develop the character and figure out what they're like even before the campaign starts.

http://www.miniworld.com/adnd/100ThingsAboutUrPCBackGround.html
 

Saltarius

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I'm just going to be a gear in the machine of the campaign, my friend who got me into this's stepdad is apparently going to be our DM. I've got players, just trying to figure out when everyone is available (probably just 3 players for now). We're probably doing 4th edition but I told him up front I want all nine old alignments because the 4 ed. ones are bull. And I'm personally counting on his DnD stuff to carry me into this.
 

tippy2k2

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If this is the first time you're doing anything like this, I would strongly recommend a pre-built campaign then since it'll do all the hard stuff (namely balance, XP/gear handout, etc.) and give you the time to learn what you need to branch off on your own.

The campaign I bought when I first started in 4E was "Keep on the Shadowfell". It comes with all the information you'll need and most of the maps (why not all is something I'll never understand unless I got unlucky and got an incomplete one). I would also recommend the "Monster Vault", which gives you a book on many monsters (something that will come in handy later when you start building your own stuff) plus a ton of monster tokens (MUCH cheaper than buying minis for the monsters).

Also, a quick tip. Have enough dice sets for everyone. You can share if you must but the game goes much quicker and smoother if everyone just has their own set.
 

Haunted Serenity

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Jul 18, 2009
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Do a pre built campaign as mentioned above and try to think really hard on what you want your character to be. The games becomes way more fun once you feel like you are the character.

Also add your own mini games. Sometimes when we went back to town or made camp the DM would spring random dice rolls with various modiferis for our "cooking and/or drinking" skills or he would randomly yell out roll to save your character from tripping. made the game more fun in slower parts and broke up petty squabbles.

My paladin was a terrible cook.
 

Asita

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Go from general to specific. Think about your character for a minute. What class are you planning to play as? Now think about the expected traits of that class. (Assassins are often broody and solitary, Paladins are prudish and pure...) Do you want to go along with those expectations or do you want to have your character defy them? (Take, for instance, a travelling salesman...very jovial, very social, and a very nice cover for a contract killer to use). What's your character's position on the moral compass? Why? Is this character selfish or generous? As time goes by and these questions are answered, your character will seem more and more defined.


And a word of advice: Give your character personality quirks. In my experience it both helps in making the character unique and much more fun to play.