

Or, I would essentially "advise/tell" what they could do instead of Fire-bolt on their turn, then I basically am playing everyone's characters for them, which I don't want. So the super cool Wizard concept they wanted to play was basically just a human Fire-bolt factory in actual practice. What would happen in game, is that the new players would not know or understand their spells, and they did not understand how casting a spell worked. But, when these people would agree to be ready by the time campaign is supposed to start, then it became frustrating after a while. Normally this isn't a problem if there was a character creation session. I would be the one to help them put their character together, which led to hours of putting their characters together onto character sheets. In most cases, they always seemed to pick between Druid, Sorcerer, Wizard, or Ranger. Obviously, when it came to creating characters for these players, at first, we would let them pick whatever they wanted to play.

This actually worked out pretty well for the most part, except that there were not many regulars and most players were brand new to DnD and never even opened a Players Handbook. Each session was it's own episode with a beginning and a conclusion, and therefor players and their characters could jump in and out whenever to "help out with the current mission" or "have other matters to attend to" when they couldn't make a session. One of the "campaigns" that I was a part of was set up to be episodic, where the players would change in and out constantly due to busy schedules and significant gaps between sessions. Just a bit of backstory as to why I created this class, you can read it if you want or just scroll down and click on the link below, it doesn't really matter. I don't usually sign up for forums and whatnot, but I really like DnD and thought that I would share a homebrew class that I created.
