Completely Clueless about D&D - Where to start & character creation question

  • Thread starter Thread starter UsherBhai
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Besides all the above which is important for the game do not forget social etiquette.

If you're playing at someone's house find out how snacks, drinks and/or food works for the table as well as the cleanup, if any, and be punctual. Welcome to the hobby, have fun. :)
 

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1. ask if there is a "zero" session.
That is where usually characters are made and group composition discussed as are the general rules of your group/campaign.
If not, ask you DM is he could spare and hour or two to help you with character creation and basic rules.

2. player who is late/or is last of many that are late or does not bring his character sheet updated buys a crate of beer. :D
 

As some have said already in this thread, check out the Free Basic Rules available from the Wizards of the Coast D&D Website before deciding to purchase a hole bunch of rule books and accessories for a game you may not end up loving.

I am also still a proponent of the Starter Set https://www.amazon.com/Dungeons-Dra...id=1550758802&sr=8-3&keywords=D&D+Starter+Set which you can get for under $10 right now and includes everything you really need to play a game including dice, basic rules, a starter adventure campaign, pregenerated characters, and blank character sheet. You may want to add pencils and note paper but that's really all. I started with this set before purchasing anything else I found myself owning the Player's Handbook, Dungeon Master's Guide, and Monster Manual within a month as a result.
 

My suggestion: Don't do too much before the first session.

Every group is different. Getting a chance to figure out how the group works may influence how you proceed. For example, if the DM uses D&DBeyond, you may have access to all books electronically once in his campaign without buying anything. If not, you may want to purchase your own PHB.

Blue dice are better. It is known.

Although every game is different, I feel that listening to the Critical Role podcast can give you some ideas on how to bring a good story to your D&D game. D&D is an RPG. A role playing game. Characters play a role in a story. The game works best when the story is at its best.

D&D is also an acting exercise - not physically, but frm a storytelling perspective. You're collectively telling a story. A 3 minute review on the rules of improve suggests a great mentality for how to approach what your fellow players are doing.

Your PC is a main character in the story, but not THE main character. Do what you can to make sure everyone in the group has their moments to shine.

If you already have a friend in the group, consider asking them if your character can have an existing relationship with their PC when the game starts. Childhood friends, siblings, former work buddies, exes, a ward... there are lots of options out there for how they are bonded together. This gives you an easy 'in' for getting into the storytelling aspect of the game as it is easier to play an existing relationship than to forge new ones.

Finally, and most importantly, remember that there are two sets of relationships at the table: The relationships between your characters and the relationships between the players. While conflict between characters can create interesting stories, conflicts between players - always - sucks for everyone at the table. Simultaneously do what you can to avoid offending others, and be as permissible as possible when it comes to others saying something that offends you (within reason).
 

Good advice above. I’m in the “the basic rules are enough for now—wait to purchase” camp. One thing I’ve seen new players struggle with that isn’t addressed above is knowing which die is which. The d8 and d10 (eight and ten sided dice, respectively) are the closest in appearance. Learn to distinguish them. Similarly, the d12 and D20 can look similar, though not as much so.

This might factor into what kind of dice you get; the sets that are all the same color are fun, but if you think you will struggle with keeping them apart, you might be better off buying a set (or assembling a set from singles) where each die is a different color. That will also help your fellow players help you quickly. “Roll the red die” is easier than “roll the one that looks like a Sims symbol.”
 


1. Free Basic rules available online. The text that is in the Basic rules is identical to that of the Players Handbook (it's a straight copy and paste from about 1/3 of the PHB), which is likely the next thing to get.

Common mistakes? It's been so long... Ummm... players forgetting what their PCs can do, maybe.

Dice are all basically the same except that Game Science dice are the best dice out there. Made in the USA.

Most important thing? The objective is to have fun and tell an exciting, memorable story.

Practice? Practice on short adventures. Even something as simple as a single combat to understand the combat rules. There are a number of adventures that are designed to play in one session or less.

The last point you mention is that if your Background gives you skills or tool proficiencies you already have then you get to choose any skills or tool that you want instead.
 

Don't be afraid to tell the others you are new. Some of the others may be new as well and not want to say anything and the others will be glad to help. Someone will have a handbook you can look at and dice you can borrow so you do not even need those until you think you like the game. You can bring a pencil and a notebook- I like a small 3-ring binder with some plastic sleeves to insert notes.

Best advise is to enjoy and do not be afraid to play it up. Your character should be able to have a personality which is easiest to steal from a movie or show. You could be like Han Solo or Bruce Lee, although Bruce Campbell gets more quotes at my table. Enjoy the game and if you want to being some drinks or snacks that helps too.
 

I just finished listening through Adventure Zone Balance myself, and I can tell you they play fast and loose with the rules, with many mistakes, with the primary goal to have an entertaining podcast. It overlaps a lot with other ways to play D&D, like goofing off with friends, telling a compelling narrative story, strategic decision-making, but every table and game is different.

1 What to get? Little to nothing at first. A set of easily readable dice, if you're really sure you'll stick with it. Borrowing dice is fine if someone is willing to lend, or using a free dice rolling app if the group is okay. Save any future purchases until you've had a few games under your belt and you're sure it's something you and your group are going to stick with.

2 Rookie mistakes? If you're a spellcaster, knowing what your spell save DC is. It's easy to miss when creating a character, or knowing where to look on a premade sheet. If you ever do play a caster, such as a cleric or wizard, find this number, circle it in red ink several times, or better yet, write it in thick permanent marker on a notecard and staple it to the front of your character sheet. This number governs about a this of the things a caster does in combat, and losing or forgetting it is the #1 cause of slowdown I've seen in 5e.

3 Difference in dice? Most 'rpg dice' sets include the 7 you'll need. If you're at a game shop and they sell singles, as said above, another d20 and a few more d6 might be useful, to roll at the same time instead of rolling and adding. Don't accidentally get only a set of d6s or d10s (some rpgs use these exclusively) instead of the different set.

4 Keep in mind? This is designed to be a fun time with friends. Enjoy yourself, and look for ways to increase other people's enjoyment too.

5 Practice? Not... really. You can look up the stats of a goblin or kobold and have a one on one practice fight, but without someone overseeing it you won't be notified of any mistakes you're making.

6 Duplicate? Others have got this covered. I want to echo that many groups do a "session zero" where they create characters together, go over house rules, build out the setting and initial adventure, etc. It's okay to have a character concept in mind (and a fighter or rogue is good class to start out), be prepared to modify it to fit the group, or even abandon if you get a concept you like better. I might even suggest not even making your first character, and just using a pregen, until you get to know the group and the system better.
 

I'm going to give you some don'ts to help you.
1. Don't be tardy to the game, try your best to be on time. Better to be early enough to discuss things you have questions about instead of wasting game time.

2. Don't be an antagonistic player to other players or the DM. This is considered rule number 1 in RPG land. "Don't be a dick." Since you are playing a rogue this means things like not trying to steal from everything and everybody including your friends. Not purposefully doing your own thing when the group has decided what the best course of action is. Playing a loner and not participating to help your comrades when they need you.

3. Don't limit the things you can do by your abilities or class. Play a character, not a class. Get creative with solutions and think outside the box sometimes to do something awesome.
All of your gear and the environment can help you if you're creative. Stabbing everything is the worst solution, sometimes.

4. Don't argue over rules. You can point something out politely, but just move on if a brief review doesn't settle it. You can always review it later, especially if you come early to the next game. Be respectful when people disagree with you.

5. Don't forget the goal, which is to have fun with your friends. It's not always about just your character, find things to interact and include your friends in the storytelling. That way, no matter what happens, at least you had a good time.
 

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