My little sister was invited to join a D&D group and asked me for help. (XPost from DnD)
The group lost their cleric and she has never played before. I've not played 5e yet and I've been a fairly notorious minmaxer in my various adventures. I don't know what kind of group she'll be playing with or what kind of character she wants to play.
We should be shopping for books and dice next week. I'm pumped - I finally have an excuse to shell out for the 5e books. My group has been play testing Degenesis since before it launched here in the US (we got review copies for my podcast).
The real question is - do I gently guide her through character creation or do I cave to her begging and help minmax her character? I'm so excited that she was invited to a group and that she is actually interested in playing, but I don't want her first experience to be with an "overpowered" character of my design.
Posted Feb 11, 2016, 4:59 PM UTC
Maybe you should start by not talking about the rules at all and first talk about the kinds of things that she thinks would make the game fun? You know, does the idea of killing monsters seem fun, or getting treasure, or interacting with a cast of characters, or whatever it is. There's really no point to her playing if she doesn't enjoy any of it.
She already agreed to be a healer, so I assume she's okay with that part. I'm hoping to not make her a cleric and make her a class that can heal and do other things as well (to her preference).
Someone else suggested that I write up a mini campaign to help guide her through character creation, and I think that is exactly what I am going to do.
Many clerics aren't just healbots. Tempest clerics actually both put out a lot of damage and tank, with both martial weapons and heavy armor proficiency, along with an array of strong damage spells like call lightning and destructive wave. War domain works even better if you want a stronger focus on martial ability rather than spellcasting.
Less of an issue with clerics, more of an issue with replacing a player that dropped out with that class and replacing it with the same class. I don't want the party expecting the same thing.
As long as you are confident that playing a healer will be fun to her, go ahead.
My concern is that if your little sister is new to RPGs, that you or the DM should spend some time talking to her about RPGs are about, and try to find out what is appealing to her. This all comes before you slap a character on her.
I don't want to generalize too much, but most men enjoy the rules and combat/conquest aspect of the games. Most women enjoy the socialization and deep role-playing. Assuming your sister wants to play the game the same way the rest of you do is going to lead to some bad experiences for all of you.
My little sister and I are so similar it is sometimes scary (we're both ladies, just to clarify). I guess that is what comes from being related. ;)
I have a feeling she is going to play the "traditional MMO healer" caricature: begrudgingly healing, otherwise dealing damage. That's what she had in mind when we chatted over dinner yesterday.
Well excellent, as long as you two have talked about that stuff then go for it. Every time a someone new plays, an Aasimar gets wings.
My SO had a Cleric as her first 5e champ and we built her character with the backstory that she was talented enough that two oppositely aligned gods are both competing for her attention and as a result she's a little nutty.
We made it a 50/50 percentile roll on long rest to swap her domain between Life and Tempest (1-50 stays, 51+ changes). Due to progressively waning willpower, each time she rolled but did not change domains added a +10 to the 'change' roll on the following check.
Some days she was healy but many days she was killy.
It led to some weird situations in terms of receiving healing or not but it was a ton of fun to roleplay around.