D&D 5E Tips for player

Blackwarder

Adventurer
Hello every one!

I've been reading through B1-In Search of the Unknown which WotC graciously let us download for free from dndclassics.com and in the end of the module there are some tips for players.

I think that these tips should be in any D&DNext product the WotC will ship, especially #1 #2 #3 #9 and #10.

TIPS FOR PLAYERS
Beginning players would do well to profit from some basic advice before beginning their D&D careers, and with that in mind, the following points are offered for consideration:

1) Be an organized player. Keep accurate records on your character (experience, abilities, items possessed, etc.) for your own purposes and to aid the Dungeon Master.

2) Always keep in mind that the Dungeon Master is the moderator of the game, and as such, deserves the continued cooperation, consideration and respect of all theplayers. If you disagree with him or her, present your view-point with deference to the DM's position as game judge, but be prepared to accept his or her decision as final—after all,keep in mind that you may not know all aspects of the overallgame situation, and in that case, not everything will alwaysgo your way!

3) Cooperate with your fellow players and work together when adventuring. Remember that on any foray into the dungeon or wilderness, a mix of character classes will be beneficial, since the special abilities of the various characters will complement each other and add to the overall effectiveness of the party.


4) Be neither too hasty nor too sluggish when adventuring. If you are too fast in your exploration, you may recklessly endanger yourself and your fellow adventurers and fall prone to every trick and trap you encounter. If you are too slow, you will waste valuable time and may be way laid by more than your share of wandering monsters without accomplishing anything. As you gain playing experience you will learn the proper pace, but rely on your DM for guidance.


5) Avoid arguing. While disagreements about a course of action will certainly arise from time to time, players should quickly discuss their options and reach a consensus in order to proceed. Bickering in the dungeon will only create noise which may well attract wandering monsters. Above all, remember that this is just a game and a little consideration will go far toward avoiding any hard feelings . . .


6) Be on your guard. Don't be overly cautious, but be advised that some non-player characters may try to hoodwink you, players may double cross you, and while adventuring, tricks and traps await the unwary. Of course, you won't avoid every such pitfall (dealing with the uncertainties is part of the fun and challenge of the game), but don't be surprised if everything is not always as it seems.


7) Treat any retainers or NPCs fairly. If you reward them gen-erously and do not expose them to great risks of life and limb that your own character would not face, then you can expect a continuing loyalty (although there may be exceptions, of course).


8) Know your limits. Your party may not be a match for everymonster you encounter, and occasionally it pays to knowwhen and how to run away form danger. Likewise, a dun-geon adventure may have to be cut short if your party suffersgreat adversity and/or depleted strength. Many times it will take more than one adventure to accomplish certain goals,and it will thus be necessary to come back out of a dungeonto heal wounds, restore magical abilities and spells, and reinforce a party's strength.


9) Use your head. Many of the characters' goals in the game can be accomplished through the strength of arms or magic. Others, however, demand common sense and shrewd judgment as well as logical deduction. The most successful players are those who can effectively use both aspects of the game to advantage.


10) The fun of a D&D game comes in playing your character's role. Take on your character's persona and immerse yourself in the game setting, enjoying the fantasy element and the interaction with your fellow players and the Dungeon Master.




Enjoy yourself, and good luck!

Warder
 
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Ed_Laprade

Adventurer
#7 is also good advice with a good GM. Giving a henchman a magic weapon to use to cover your back should go a long way to ensuring their loyalty. (Of course, they may feel, rightly, that they're now rich and can afford to retire!) Most of the groups I've played with were always generous with the help, and it always paid dividends. (Even if it was just to see their jaws drop when casually handing them a no longer needed magic weapon!)
 

TarionzCousin

Second Most Angelic Devil Ever
Shouldn't one of the tips in B1 be "Don't drink from random color pools in a dungeon"? :) Or is that B3? It's been a hundred years since I played in those modules, so I am not certain which is which any more.
 


MortalPlague

Adventurer
Good tips. I'm amused by some of the formatting on this; the random dashes in the middle of dozens of words has me a little perplexed.

I agree, though; put this in more modules, and let's teach players the right way from the get-go. :)
 






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