D&D 5E A running list of questions from a new player/new DM. Other n00bs please feel free to add in.

Thank you all for the clear explanations.

I think this stuff will make more sense when I have a physical copy of the PHB and can "sit down to read it", be able to quickly flip back and forth between pages, etc. Maybe it's just me, but I find trying to use the PDF file as a reference manual a bit cumbersome. Maybe it's just my age and my personal preference toward physical media...

Thanks again all. I really do appreciate your help and input. :)
 

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A properly-bookmarked PDF of the rules can be a magical thing to have, especially for things like looking up spell descriptions quickly. The Basic Rules PDF does not have bookmarks that go into this level of detail, though. With only one bookmark for each chapter it's pretty hard to check back on something you forgot and then find your original place again. I plan to add more bookmarks to mine with some editing software eventually.

I haven't really used the PDF since I got the physical book. The book doesn't need battery power to work and the art is nice to look at.
 

I would start with the starter kit. I would email each player a link to download the game rules and I would set up one appointment with either all players together or each one individually to have them create their character, if they prefer to create one instead of going with a pre-generated.

During play, Player's Guide would be available to people not eating chips or food :-)

I would offer one set of gaming dice to new players. Something nice like a nice set form Chessex or Q-Workshop with a little pouch. It all depends of your resources, but once I have met each player
and we created his/her char, according to class and role I buy a set of dice which I offer (I do this
for new players I introduce to the game, even if they are already playing other RPGs but not D&D yet).

Ask each player to have a folder for his character, and to _never_ _ever_ remove anything from it.
If they, from time to time, redo their player's sheet to get a cleaner one, ask them to keep everything
in the folder : the very fist sheet, every map they have drawned, every note they have taken.
10 or 20 years from now, each of those folders becomes a great memory as some sheets will not only
have maps but also notes from great campains ! Keep everything : that's important.

As a DM, I try to keep my players alive for the first few levels. So until they are out of the first "ladder" of levels, I will tweak or change rolls in order to keep them alive. I might kill everyone but one character, but at least one of them will get alive out of it in order to be able to have players brought back to life.

Once we are out of this first ladder, if the dice do kill the players, they die. I will not intervene. So they can all die in a game session. As soon my players are out of the first ladder, I thus always have in my bag a scenario/campaign that start at level 1, with pre-generateed chars. So if the players are all killed, they can either roll new ones or grab pre-generateed players and we start a campain at level 1.

Later, when they grow up in levels, I offer them the choice to try again the scenario or campain that killed them. I tell them we learned of a group that was killed there, and they might be sent to discover what happened since that team never came back. Once they get in the area where the first group got killed, they either find the dead people (and can pillage all equipment as a bonus) or find they dead bodies have been eaten/moved/looted and they can not only try the scenario/campain again, but try to discover what happened to their dead characters. I did this once, and they loved it, and got their revenge from the bad guy, and their previous chars equipement (more or so).

This made the world feel "persistent" and linked their new chars to the ones that died, and the world became much more real for them.
 

^^^ Excellent ideas. Thank you for those. :) ^^^

Ok guys, another character building question.

I finally got a printed copy of the Player's Basic Rules v0.2 today and decided to sit down and create a character, now that I can easily flip back and forth between pages.

To remove all "paralysis from too many options" fears, I decided to roll with the first race & class listed in their respective sections.

For race, this happens to be Dwarves. What is tripping me up here are the two sub-races, hill dwarf and mountain dwarf. When looking at them, each of them have a couple of bonuses that "plain" dwarves do not have.

Are these ability score increases, or other bonus (depending on which you choose) in addition to the abilities/proficiencies you get for being a dwarf?

If so (and that's how I read it), then there would be NO reason at all to choose to be a plain dwarf. Unless I am mixed up or missing something here.

Any help would be greatly appreciated. :)
 

^^^ Excellent ideas. Thank you for those. :) ^^^



For race, this happens to be Dwarves. What is tripping me up here are the two sub-races, hill dwarf and mountain dwarf. When looking at them, each of them have a couple of bonuses that "plain" dwarves do not have.

Are these ability score increases, or other bonus (depending on which you choose) in addition to the abilities/proficiencies you get for being a dwarf?

If so (and that's how I read it), then there would be NO reason at all to choose to be a plain dwarf. Unless I am mixed up or missing something here.

Any help would be greatly appreciated. :)

You can't be a "plain dwarf". There's no such thing. You are either a hill dwarf or a mountain dwarf. Same with the other races. Which variant you choose is up to you, but you can't NOT choose to be one or the other.
 

You can't be a "plain dwarf". There's no such thing. You are either a hill dwarf or a mountain dwarf. Same with the other races. Which variant you choose is up to you, but you can't NOT choose to be one or the other.
OK, that makes a LOT more sense. How I didn't catch that is beyond me. LOL!

Thanks for your help. :)
 


Does it make any sense to obtain heavy armor mastery feat? Or how likely are enemies going to have magical attacks, weapons and such?
Usually the higher is your level, the higher is the probability your enemies will "go magic" as well; though in truth it depends heavily upon your DM's choices.

Back to your question, is surely an useful feat IMO.
 

Usually the higher is your level, the higher is the probability your enemies will "go magic" as well; though in truth it depends heavily upon your DM's choices.

Back to your question, is surely an useful feat IMO.
I forgot to mention that i am juggling between medium armor mastery and heavy armor mastery. Character concept as a dexterity based fighter. It is boils down to 3 nonmagi rezuction vs no disadvantage with stealth...
 
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I forgot to mention that i am juggling between medium armor mastery and heavy armor mastery. Character concept as a dexterity based fighter. It is boils down to 3 nonmagi rezuction vs no disadvantage with stealth...
I am always struggling envisioning a DEX-based fighter which is a Heavy Armor Master, even if it's mechanically supported. My fault [emoji51]

I am without any support ATM though, so I can't suggest some alternatives.
 

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