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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)LO
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166
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1 yr. ago

  • Well, a lot of the time, it's difficult to know who will be a problem player before any actual play has occurred, but there are always a couple red flags you can look out for:

    • Ask the player what kind of character they want to run in your game. If they give you a description that's in stark contrast to the setting you've described, the two of you may have clashing expectations pertaining to the campaign you want to run, and you and that player might struggle to tell and enjoy a coherent story. Offer a few suggestions to help that character better fit the setting, if possible, and if it's just way out of left field, ask if there's maybe another character they'd want to play that fits the tone of the campaign. If they're unwilling to compromise, they're probably not a good fit for your group.
    • During session 0, pay attention to how they interact with the other members of the group. Are they making inappropriate or off-putting jokes? Do they talk down on other players, or their character ideas? Do you just get a weird vibe? If you're closer friends with another member of the group, bring it up after the fact - just ask what they thought of the new guy. If you feel like something's up, you'll likely hear it from other people too.
    • Following session 0 and the commitment to create characters prior to session 1, ensure that your player responds in a timely manner. If you're closing in on session time (24-48 hours or so beforehand) and you still don't have a sheet, ask if they need any help with character creation. Sometimes they do genuinely need the assistance figuring out features or setting something up in a VTT, and on rare occasions you might get a reasonable excuse from the player for not being prepared or able to make session 1 - life comes before the game, after all - but if you get a lukewarm response from them or an apology and some vague pledge to be ready by game time, take it with a grain of salt; those players tend to be very flaky, and even if they make session 1, you may have attendance issues down the line.
  • There's an argument to be made for "simple martials, complex wizards" in the case of players who are new to D&D or tabletop games in general, where managing a spell sheet would be a little daunting with like 300+ spells available, but that argument expires the minute your new martial players are comfortable with the standard fighter/barb/monk/etc. and decides "Hey, I want to have more choices and do cool things with resources like spellcasters get to."

    At that point, I think it's fair to offer players the choice to rebuild their characters with new frameworks, including the Advanced 5e martials. Laserllama's homebrew classes also tend to be well-balanced while offering good options for play, and the martials are no exception, although ultimately, most homebrew options with a modicum of effort tend to fall within the power range the published options give, considering 4E monk and Twilight Cleric are both considered AP legal.