Classes In LFG there are five basic classes. There are four extra classes but know that they are a bit more complex to play. Each class has one key attribute that is higher than the others and that they're the best at. Pick a class based on a mix of what you would like your character to focus on doing and what kind of personality you could build around those traits. Each class also has unique abilities! Make sure you read those before deciding what to play. Barbarian Barbarians are hearty warriors, with Constitution as their key attribute. They do well out in the wilderness and know a lot about animals and nature. With keen instincts, they rely more on their intuition and experience rather than pure intelligence. They're skilled with any melee weapon and prefer lighter armour that doesn't restrict their movement. Due to their sharp senses, Barbarians are difficult to spring a surprise ambush on and can fly into a primal rage to fight harder and resist more damage. Bard Bards are versatile travellers, with Charisma as their key attribute. Equally skilled in battle as in conversation, a bard can bring the whole party together and help their allies succeed. Bards and their skills can vary greatly because of how much they have travelled. They're capable of learning any weapon and any skill they put their curious mind to. Having a bard as a companion can make the group more than the sum of its parts. Fighter Fighters are masters of armed combat, with either Strength or Dexterity as their key attribute. They are born leaders, leading their party into battle and charging forward until victory. Fighters are capable of mastering any weapon and don any armour they are a force to be reckoned with on the battlefield. Fighters can also switch between weapons and different fighting styles to fit the situation at hand. Rogue Rogues are masters of stealth and disguise, with Dexterity as their key attribute. They always have tricks up their sleeves and are capable of exploiting any sign of weakness from an enemy. Rogues prefer light armour and smaller weaponry, using their speed to move around the battlefield while dodging attacks. They are good at stunning enemies to set them up for the attack of another party member or finishing off enemies barely standing anymore. Magic User Magic Users are students of the strange and supernatural, with Intelligence as their key attribute. Due to years of study or natural-born gifts, they are capable of bending reality to their will and invoke the unknown. However, they know that there is a price to be paid for such powers. This is why all magic users also wield a weapon for protection so as not to rely solely on their magical abilities. With their keen minds, a magic user is difficult to frighten or fool and they are excellent at reading people. Extra Classes (Remember these are slightly more complex) Artificer Artificers are dangerous inventors, with very high Intelligence as their key attribute. They rely on items and potions in battles are considered somewhat mad scientists. Cultist Cultists are devout believers, with Willpower as their key attribute. They call upon gods, spirits or powers greater than themselves to aid them. Despite their sacral nature, they are vicious and brutal fighters. Monk Monks are strongminded survivors, with Willpower as their key attribute. Masters of unarmed combat, they need neither weapon nor armour to fight. A monk's body is a honed weapon, driven by discipline and a strong spirit. Ranger Rangers are skilled hunters, with Perception as their key attribute. With an animal companion by their side, they are keen trackers who move through the wilderness unnoticed. Rangers are also capable of laying down cover fire and knowledgable of antidotes. Attributes You have seven attributes to divide points between and there are multiple ways of doing so. The attributes are Strength            (physical power and capability) Dexterity            (quickness and coordination) Constitution       (endurance and physical grit) Intelligence       (knowledge and logical thinking) Charisma          (influence and leadership) Willpower          (self-identity and mental resilience) Perception        (alertness and observation) You get a preset array of point and you assign each point to an attribute. The array of numbers is: 16, 14, 13, 11, 10, 8, 7 Weapons and Inventory Unlike a lot of other TTRPGs you will not be provided with starting equipment. Your character will have a certain amount of gold that you will be able to spend on weapons and equipment before the game starts. Any gold you don't spend before the game you can keep to spend during the adventure. All adventurers start with 20 gp except for fighters who start with 25 gp. You can find a list of available starting items here! Background, Personality and Appearance These three are mostly for flavour but try to pick traits that fit with your class, your abilities and skills. In LFG you can also use your background to argue that a skill you are not proficient in should be temporarily treated as a proficient skill because it relates to your background. For example, if your background is that you were a sailor but you're not proficient in leadership you can argue that you should be good at leadership in this specific skill test because you're testing your leadership to instruct your group in how to operate a boat.