D&D - any advice here?
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D&D - any advice here?
Well, I've been invited to my first D&D session on Saturday, it's all very cloak and dagger apparently, I think my mates are quite happy to play it, but arent quite ready to admit it to our other mates... ah well, I told my parents and my sister, as if I'm going to go to D&D, then I should be man enough to take whatever stick comes with it...
Anyway, I digress - I know nothing about D&D. At all. Is there anything really obvious I should know? Any handy advice? I'm going to be a wizard apparently, but aside from knowing to bring a paper beard with me, that means nothing. I know the basic premise of problem solving and dice rolling, but any basic info so it doesnt take me an hour to catch up with everyone else would be appreciated...
Anyway, I digress - I know nothing about D&D. At all. Is there anything really obvious I should know? Any handy advice? I'm going to be a wizard apparently, but aside from knowing to bring a paper beard with me, that means nothing. I know the basic premise of problem solving and dice rolling, but any basic info so it doesnt take me an hour to catch up with everyone else would be appreciated...
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Wizard's are fun, but they can have alot of trouble early on. They're the weakest, physically, and on early levels, have to ration their spellcasting. My best advice for early on is get a ranged weapon of some kind.. Any kind of ranged weapon. When a fight breaks out, stay near the back and hit from afar. This way, you can save whatever attack spells you have for emergencies and/or huge critters.
Most of all, try not to get discouraged. Wizards inevitably have trouble early on, especially if someone ambushes them. If you get hurt badly, don't get discouraged. Try not to even if you die(D&D, after all, has ressurection magic). Around about 5th level, you'll find out what being a Wizard is really about when your learn Fireball and/or Lightning Bolt.
Most of all, try not to get discouraged. Wizards inevitably have trouble early on, especially if someone ambushes them. If you get hurt badly, don't get discouraged. Try not to even if you die(D&D, after all, has ressurection magic). Around about 5th level, you'll find out what being a Wizard is really about when your learn Fireball and/or Lightning Bolt.
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I honestly have no idea, they've only been playing for a few weeks, and I got the wizard because I had no idea what I was choosing when they asked me - it was either a wizard, a dwarf or a cleric (I think), and I had no idea, so I said wizard - they already had a full posse of rogues and warriors etc.
Should be interesting though...
Should be interesting though...
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I'm a bit in the middle, but I do understadn Kel's statement...Mages for newbies are not a good combo.
Well the real problem with Mages/Wizard is that at the first 5 levels(and Nitram is right that's when they get power) is that there are unique in needs and basic combat ability.
They are not the most effective fighter...long or short. They have no armor, and in all three editions have pitiful HP in the beginning, and for some time.
Seriously, you may want to start as something else...but Mages can be fun, just you have to watch yourself early on.
Well the real problem with Mages/Wizard is that at the first 5 levels(and Nitram is right that's when they get power) is that there are unique in needs and basic combat ability.
They are not the most effective fighter...long or short. They have no armor, and in all three editions have pitiful HP in the beginning, and for some time.
Seriously, you may want to start as something else...but Mages can be fun, just you have to watch yourself early on.
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Mages are LOADS of fun.
If you start out at 1st level... Be a grey elf wizard +2 dex +2 int -2 str -2 con
This will allow you to cast 3 1st level spells(assuming you have a starting attribute of 18 intel, this will raise it to 20)
Cantrips to have prepared at 1st level: Presdidigation, ray of frost, read magic
1st level prepared spells: Tensers floating disk(saved me I dont know how many times) Mage armor, choice of attack spell(I recomend magic missile)
If you start out at 1st level... Be a grey elf wizard +2 dex +2 int -2 str -2 con
This will allow you to cast 3 1st level spells(assuming you have a starting attribute of 18 intel, this will raise it to 20)
Cantrips to have prepared at 1st level: Presdidigation, ray of frost, read magic
1st level prepared spells: Tensers floating disk(saved me I dont know how many times) Mage armor, choice of attack spell(I recomend magic missile)
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I should send you my first level Fighter (knife thrower). By exploiting Skills and Powers (worst expansion ever) he could do 84 damage a round.
Mages in D&D are so restricted, and it's hard to have fun with them at lower levels unless you can manipulate the rules well. Playing an Invoker is always fun, because you get extra combat spells per level. I got real tired of throwing one or two spells, then having nothing else to do but get killed in armed combat. Guy in robes with knife can't kill goblin with sword and leather armor. A high Dexterity is almost mandatory, and having a staff can help you keep enemies away until help arrives.
Shadowrun mages are so much cooler.
Mages in D&D are so restricted, and it's hard to have fun with them at lower levels unless you can manipulate the rules well. Playing an Invoker is always fun, because you get extra combat spells per level. I got real tired of throwing one or two spells, then having nothing else to do but get killed in armed combat. Guy in robes with knife can't kill goblin with sword and leather armor. A high Dexterity is almost mandatory, and having a staff can help you keep enemies away until help arrives.
Shadowrun mages are so much cooler.
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Nah the "will and the way" is far worse. You can double one of theTheFeniX wrote:I should send you my first level Fighter (knife thrower). By exploiting Skills and Powers (worst expansion ever) he could do 84 damage a round.
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Re: D&D - any advice here?
If you insist on being a wizard:The_Lumberjack wrote:Any handy advice? I'm going to be a wizard apparently, but aside from knowing to bring a paper beard with me, that means nothing. I know the basic premise of problem solving and dice rolling, but any basic info so it doesnt take me an hour to catch up with everyone else would be appreciated...
1. Don't be surprised if your character often gets knocked unconscious, or dies early on. Wizards and sorcerers are the frailest characters in the game.
2. Stay as long away from close combats as possible, unless you're empowered by a spell which makes you tougher and stronger.
3. Make sure you have a high Constitution score and choose the Toughness feat early on, just if you want increased survivability.
4. Early in the game, wizards are VERY, VERY VULNERABLE. I can't emphasize this enough.
This is what I know from the game rules. I've only played warrior-type characters and I'd advise other D&D newcomers to do so. If you absolutely want your first character to be a spellcaster, I'd advise you to play a cleric. They're OK in a fight and they can also cast spells.
Or maybe a paladin or ranger. They don't have any magic abilities to start with, but as they reach higher level they get limited spellcasting.
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Fighters are the easiest to play, and the combat system is the easiest thing to learn. Spellcasting, cleric and mage, is too complicated for the first-time player.
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An old trick in first edition D&D was to play a human up to third level as a fighter and then switch to that of a Magic User. It gives you a good number of strating hit points and at later levels barely keeps you behind the other in levels. Problem with low level D&D mages is taht they can cast one spell per day / memorizations. In D20, maybe have a cross first level fighter with a first level Wizard if possible.
Personally, I prefer Harnmaster but that is definately not a game for newbies.
Personally, I prefer Harnmaster but that is definately not a game for newbies.
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The better trick is know your spells, Do not turn your eyes from spells that may look useless in the future (color spray, sleep), keep in mind that one day Magic Missile will be the best 1th level spell but not so soon and look after spells that will increase your armor (shild, mage armor and a few illusions). Always look for the duration of the spell. Avoid any fight. For the 3rd edition, get the Summoning Spells, they are very very good now (and later).
And in the 3rd edition, if you DM is using a table, miniatures, pay attention and movement wisely. You will be always able to avoid some spells by giving a one step back and getting out of the area or you will always let the fighters blocking the enemies path.
And in the 3rd edition, if you DM is using a table, miniatures, pay attention and movement wisely. You will be always able to avoid some spells by giving a one step back and getting out of the area or you will always let the fighters blocking the enemies path.
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If you make a mage put your stats in this order, Int, Con, Dex, and have enough Strenght to wear the heaviest armor you can while still maintaining your dex to ac. Also use a sheild. Now after obtaining the nessecary equipment hand it to your fighter to carry until you run out of spells. You will need some weapons for when you run out of spells, and with your armor on you can't hit anything so you will have to deal with a point of damage with grenade weapons. You will also have to deal with your allies bicthing about how your dealing more damage to them than the enemy. That should keep you alive until you can get some real spells.
You should either chose nome or sun elf(+2 to Int instead of +Dex) for your race, unless this is in forgotten realms then you should be a thayan human. Don't take toughness for your first feat, take a prereq. For a prestige class, Archmage is a good choice, though you can take one before that at level 6. so If your a wizard take 5 wizard/10 Xprestige class/archmage.
Good prestige classes are Red wizard, Shadow Adept, loremaster. There are a lot of other good choices but I think these are realy good choices. If your looking for a theme like a fire type mage then I could post the appropriat prestige class. If this is not third editon I cannot help you.
You should either chose nome or sun elf(+2 to Int instead of +Dex) for your race, unless this is in forgotten realms then you should be a thayan human. Don't take toughness for your first feat, take a prereq. For a prestige class, Archmage is a good choice, though you can take one before that at level 6. so If your a wizard take 5 wizard/10 Xprestige class/archmage.
Good prestige classes are Red wizard, Shadow Adept, loremaster. There are a lot of other good choices but I think these are realy good choices. If your looking for a theme like a fire type mage then I could post the appropriat prestige class. If this is not third editon I cannot help you.
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get weapons that can be mulitasked like say a small hammer or hand axe You now have an itenm that in a pincgh can be used to defend yourself or as a tool with the axe you have a weapon and two tools one cut woon and drive in steaks. GMs reward creative rp you will take apenalty using them but you have a good chance of doing decent damage in apinch
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You can also use a hammer and pick to de--knee someone
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