This game still confuses me to no end, doesn't help I never played D&D to begin with.
Yeah, it's a little easier to play if you've played D&D. Unlike WoW, D&D has about 20 pounds of sourcebooks if you play the pen and paper version, and a lot of what's going on in the game is straight from the pen and paper rules. I'll try to answer your questions as best I can.
Note, I use the standard D&D shortcut for dice notation: d20 = 20 sided die. 3d6 = roll 3 six-sided dice and add them together, etc.
- The NPCs told me to go for chain mail and a mace.. I'm a Cleric Healer, I don't get it. I have armor with say 20% spell failure rating. I'm guessing that means I 'fizzle' my spells more often? Should I go for cloth or leather instead at the expensive of armor rating?
Clerics usually specialize in medium armor and simple weapons. In "old" D&D, clerics couldn't use edged weapons. Though that restriction isn't really in the modern rules, the "chain mail and mace" mindset still lives on.
Magic comes in two classes: Arcane and Divine. Arcane magic requires the mage to move their body in certain ways and speak words of power in order to invoke magic. Heavier armor is also clumsier and can interfere with the perfect performance of spells, causing them to fizzle. Divine magic has no such restrictions, requiring only the prayer to a higher power to be effective. So, your chain mail is fine
- I swing a mace and I miss... a lot.. like 2 out of 10 swings I hit the mob with for 1-4 pts. Is this normal? Am I just too much of a noob still to get any proper hit rating?
This is pretty normal. If you had a high strength, you'd hit more often and do more damage. In the pen-and-paper version of the game, Armor Class is derived from how much and what type of armor you are wearing: 10 + armor bonus + shield bonus + Dexterity modifier + size modifier. You roll a d20, add your attack bonus (usually from strength), and compare it to your opponent's armor class. Most monsters probably have 12-16 AC right now.
At level 1, your attack bonus based on level is 0. If your strength is 8, you get -1 to that. 0 at 10. +1 at 12, etc.
So, you'll probably be missing 75% or more of the time given the above math. That'll change considerably as you go up in levels, as each "base attack bonus" point you get gives you about a 5% chance better to hit any given target.
By level 20, you'll have a +15 base attack bonus, and should have powerful magic weapons and spells that can add a great deal more to that. It's a different theory than WoW. In Wow, you almost never miss, but do less damage as a level 1. In D&D, your damage doesn't ramp up as you level so much as your ability to hit does.
Maces do 1d6 damage. If you have the "ember" mace from the tutorial, you can get +1 fire damage on top of that. If you didn't change your starting strength from 8, you get -1. Every 2 strength points gives you an additional +1, up to +4 damage at 18 strength.
- I also have a wand thingee but that thing only has 50 charges and only seems to recharge once I *exit* the dungeon so I don't use it a lot. Am I doing it wrong? I didn't pick a melee class so why am I swinging a mace in chain mail?
Most wands don't recharge. If your wand says "eternal", it will recharge once per day. DDO has made it so that when you exit a dungeon, you get all your hp and daily powers back, as if you've rested. This is a change from when I played it a couple months ago. If it's a "finger of flame" wand, it only does 1-3 damage, so I wouldn't use it much. It's practically worthless.
- I'm level 1 of 4 (rank 4), I wish I knew what that meant. Why are their ranks? What do they mean?
You can go up to level 20 in the game. Right now, your level cap is 4, but you can get items to increase it.
Ranks do not exist in the pen and paper game. They're a way to give you "mini levels" between each of the big levels. Each rank gives you some 'action points' you can spend to customize your character a little. These are 'mini feats', that also have no real basis in the game.
However, without these ranks, I think DDO would probably lose a lot of the WoW crowd that is used to getting a level every hour or so of game play. I think they're a good idea.
- How the hell do you finish The Collaborator? I died in 10 seconds flat.
It can be challenging if you're not used to soloing. As a cleric, you should proably have "summon monster I" as a spell. Use it a lot in this quest. It summons a 'celestial dog' which is a pretty powerful ally to help kill enemies and keep them from swarming you. If you're still having trouble, get a hireling, and bring him along. I suggest the barbarian.
- Right now I have like 25 platinum, is that a good amount? The tooltip says 10 of each makes 1 of the other. While that seems logical, it does not appear to make any sense at all when I look at my inventory. if 10 copper = 1 silver then why do I clearly have 1,000+ coppers alongside the silvers, gold, and plats?[/QUOTE]
If you pick up coppers, the game won't auto-convert them to silver. So if you pick up 1000 individual copper pieces, that's how much you'll have. Just be glad that coins have no weight. In pen-and-paper AD&D each coin was roughly 1/10 of pound, so 1000 coppers would be 100 pounds of coinage adding to your encumberance!
25 platinum would be an exhorbitant amount for beginning players in the pen-and-paper game. I'm finding that in the online game, it's not so much.