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Group new to 5E - what should we know?
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<blockquote data-quote="iserith" data-source="post: 6509231" data-attributes="member: 97077"><p>Have a good <a href="http://community.wizards.com/forum/product-and-general-dd-discussions/threads/4167196" target="_blank">Session Zero</a> before play so that everyone is on the same page and the characters are suitable to the overall party theme that you agreed upon as a group.</p><p></p><p><a href="http://www.enworld.org/forum/showthread.php?411435-Actual-Play-Transcripts" target="_blank">Here are some actual transcripts</a> of my current 5e game, including Session Zero, which may be of interest to you.</p><p></p><p></p><p></p><p>If you don't have a healer, don't play as if you did, and you can't go wrong. Approach challenges according to the party's strengths.</p><p></p><p></p><p></p><p>Same as my answer regarding healers.</p><p></p><p></p><p></p><p>Internalize the "How to Play" section on page 3 of the Basic Rules: The DM describes the environment. The players describe what they want to do. The DM narrates the results of the adventurers' actions.</p><p></p><p>Only sometimes will the DM ask for an ability check or the like when the result of your actions are uncertain in his or her eyes. If you can avoid making a roll by coming up with a good approach to a problem in the game, do so. Build a decent character as a backup in case you actually have to make a roll. Don't ask to make rolls - that's just asking for a chance to fail. The only time you should be asking to fail is when you're playing to your traits, ideals, bonds, or flaws so you can earn Inspiration.</p><p></p><p>Remember also the goals of play, outlined on page 2 of the Basic Rules. Paraphrased, that is to have a good time and create an exciting, memorable story as a result of play. Every decision you make, ask yourself "Will this be fun for everyone at the table? Will it help create an exciting, memorable story?" If the answer to either one of those questions is "No," then make some other decision instead.</p></blockquote><p></p>
[QUOTE="iserith, post: 6509231, member: 97077"] Have a good [URL="http://community.wizards.com/forum/product-and-general-dd-discussions/threads/4167196"]Session Zero[/URL] before play so that everyone is on the same page and the characters are suitable to the overall party theme that you agreed upon as a group. [URL="http://www.enworld.org/forum/showthread.php?411435-Actual-Play-Transcripts"]Here are some actual transcripts[/URL] of my current 5e game, including Session Zero, which may be of interest to you. If you don't have a healer, don't play as if you did, and you can't go wrong. Approach challenges according to the party's strengths. Same as my answer regarding healers. Internalize the "How to Play" section on page 3 of the Basic Rules: The DM describes the environment. The players describe what they want to do. The DM narrates the results of the adventurers' actions. Only sometimes will the DM ask for an ability check or the like when the result of your actions are uncertain in his or her eyes. If you can avoid making a roll by coming up with a good approach to a problem in the game, do so. Build a decent character as a backup in case you actually have to make a roll. Don't ask to make rolls - that's just asking for a chance to fail. The only time you should be asking to fail is when you're playing to your traits, ideals, bonds, or flaws so you can earn Inspiration. Remember also the goals of play, outlined on page 2 of the Basic Rules. Paraphrased, that is to have a good time and create an exciting, memorable story as a result of play. Every decision you make, ask yourself "Will this be fun for everyone at the table? Will it help create an exciting, memorable story?" If the answer to either one of those questions is "No," then make some other decision instead. [/QUOTE]
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