D&D quickstart rules

Hi all,

Quick question: I am running a game for a group of D20 n00bs tomorrow.

Can anyone please point me to a document where the D&D rules are explained in short,
so beginners don't get overwhelmed by the loads of content?

Yours,

Rafael
 

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The D&D Basic Game.

It's not just that the rules are short and simple. They're also presented in a series of documents that make them easy to digest, delivering only what the player needs to know when he or she needs to know it.

It'll cost you $20 or $25, but the components alone are a pretty good deal even for experienced players.
 

If you want to introduce them gently try giving them very basic characters for the first game, perhaps, just fighters and rogues.
This will get them used to initiative, to hit and damage, etc., without getting bogged down with the minutiae.

Then, add complications (magic, feats, etc.) as quickly as you think they will pick them up.
 

Assuming that YOU know the rules...

Just don't tell them anything until they need to use it.

0) START THE GAME AT 1ST LEVEL

1) Tell what are the classes and races, and toss a couple of sentences about them in general terms such as:

CLERIC:
"You're an adventuring priest-agent of a certain religion.
You're moderately decent at fighting, particularly focused on defense.
You can cast spells, most of which are good for healing, protecting and empowering your allies.
In a group of adventurers your most likely role is to support others healing and beneficial spells, and some supplementary melee fighting."

ELF:
"You're a member of an old race, famous for wizardry, archery and strong ties with nature.
Compared to a human, you're probably more graceful but more frail."

Let players choose class/race based on flavor + the general role they are going to occupy in the group. No multiclassing.

2) Roll for abilities without explaining all their uses. Help them choose the most typical abilities for their class, unless they purposefully tell you "I want to be a smart fighter / strong wizard..."

3) Skills: you choose all skills for the characters, after asking players what they want their characters to be good at (beside combat). Favor passive skills. Always put max ranks in them. Don't explain how to use them until they have to.

4) Feats: choose 3-4 simple feats for each character and let the player pick one. Select passive feats that make sense with the character (e.g. Rogue = Improved Initiative / Great fortitude / Toughness)

5) Let them say what weapon they want (just for the image): sword/axe/club and two-handed/one-handed, then give them the best choice in the category.

6) Spells: suggest a *small* list of most famous spells for them to learn/prepare.

7) Don't explain combat until it starts.
Then explain the initiative, and make them roll for it.
After that tell them shortly what they can usually do on their turn = 1 attack/spell + 1 move.
Don't bother explaining special attack moves (disarm, grapple, etc.): after a while some player will ask you if he can do one of them, and only then you explain how.
Don't bother explaining delay/ready until a player brings the topic up.
Don't explain AoOs until someone wants to do something that would provoke one.
 

CharlesRyan said:
The D&D Basic Game.

It's not just that the rules are short and simple. They're also presented in a series of documents that make them easy to digest, delivering only what the player needs to know when he or she needs to know it.

It'll cost you $20 or $25, but the components alone are a pretty good deal even for experienced players.

I just want to state DO NOT WASTE YOUR MONEY. Unless you want some extra minis or a couple of dungeon tiles...don't get this. You'll be paying $25 for incomplete rules(You will still have to explain alot when you switch to the full rules) that only allow you to play for one level. Sooo not worth it.

My suggestion is make your own cheat sheets(there's one for character generation already in the PHB, just photocopy it.). Have a combat one that lists action types, AoO, combat maneuvers, grappling, etc. Have one for skills and make some spell cards & feat cards out of index cards. The base mechanic is easy, it's remembering the "fiddly bits" that's tough. It will take a little time, but I would suggest doing this before wasting your money on the basic set...If you want to spend money get an extra players kit, full softcover rules & minis for $5 more.

I've never thought about it, but D&D is one of the few major rpg's that don't have a PDF quickstart available for free...kinda dissapointing actually.
 

I am not intending to start a flame war here, but you might want to consider trying the Castles & Crusades Quickstart rules that are available for FREE on the Troll Lord Games website. These will give your players an intro to fantasy RPGs without any cost and since it is OGL they'll never know the difference.
 

This may or may not help, but I have a copy of the Kids Easy Play RPG rules in PDF that someone wrote up for their kids a few years back. Nice little introduction to the game, overall. The original website seems to be down, though.

With Regards,
Flynn
 

I think I have to agree with the Basic box set, but recommend the black dragon version over the blue.

If this is truly a game for newbs, and possibly an intro/one shot, I think this is ideal.
The game has pre-gens that are pretty decently layed out for the uninitiated, but there are also simple, slimmed down guidelines for creating new chartacters (should you want to give your players that experience).

I started my 9 year-old nephew with this set, by the time I was done explaining the basics ("the sheet indicates what die to roll and any bonuses to add to that number. If there is something you want to try, check for a relevant ability on the sheet. If you don't see something that works, ask me. I will tell you what to roll and what to add."), several other family members were interested in trying the game as well.

You can use the adventure in the box for your first session, or any other adventure published or home-brewed (provided it is for 1st level characters).

My nephew created his own charater after a single 2 hour session of play. It took us about half an hour to make the character. The rules support through 2nd level. When his character got to 3rd I offered him the option of converting up tp PHB rules, or using the basic rules as-is with advancement options provided by me. His character is still BtB, but with fewer options "turned-on". It has worked wonderfully.

More to the point, the adults who played that first session with the pre-gens (both those from the set and a few extras I worked up, we ended up with 7 players), had a great time. The rules were easy enough to follow, and was essentially D20 D&D, just lighter.
 

Thank you very much for the many replies and the information!

I think I'll basically proceed like Li Shenron suggested; I have decided to give the group very complete charsheets that may explain some of the most ardent questions that might pop up for themselves. :)

As to the basic set, I'll certainly check it out, though I am not sure if I'll end up taking it, since I have the old 3.0 starter set floating around here, and that one was of virtually no help to me until now. :)

FATDRAGONGAMES said:
I am not intending to start a flame war here, but you might want to consider trying the Castles & Crusades Quickstart rules that are available for FREE on the Troll Lord Games website. These will give your players an intro to fantasy RPGs without any cost and since it is OGL they'll never know the difference.

Oh, far from it! :D I myself am a C&C player, and would usually use that system, or maybe even OD&D, which is my home system. Now, the adventure, which is part of the Blackmoor MMRPG, is built on d20 rules, and so, instead of having to do conversion work, I decided it would be best to simply use the ruleset the module was written for. :)

Now, tomorrow's the day of the game, let's hope that I can polish my rusty d20 knowledge in the meantime... :)

Again, thank you very much, everyone!
 
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