D&D 5E New to d&d - need help.

If my physical ability is 10, what do I need to get to climb a wall?

The answer, as everyone has pointed out is: it depends. It depends on the situation, your attributes, and the difficulty of the task.

D&D at its most basic consists of a Dungeon Master (DM) setting up a situation, the players having their characters (PCs) trying to deal with that situation, and the DM telling them the result of their actions. Sometimes the actions of a PC will automatically succeed or fail, but most of the time success is uncertain. In those cases we roll a 20-sided die (d20). A Difficulty Class (DC), or how difficult it is to do the task, is set. The d20 roll plus modifiers, some of which come from your character's abilities, must meet or exceed the DC for the action to succeed. Almost every d20 roll you make will include modifiers that are determined from your character sheet.

There are 3 types of d20 rolls in D&D:
1. Ability Checks: this is where you try to do something, such as climb a wall. The DM sets a DC, and your d20 roll must meet or exceed the DC.
2. Saving Throws: This is when you try to avoid something bad happening to you. The DM sets a DC, or it comes from a creature's block of statistics, and your d20 roll must meet or exceed the DC.
3. Attack Rolls: This is when you try to attack something directly with a weapon or certain spells. Your d20 roll must meet or exceed the target's Armor Class (AC) which is a computed value from whatever armor, ability scores, and special features the target has.

So for your exact question above, the following scenario plays out:

Climbing a wall is a Strength (Athletics) ability check. This means that your d20 roll is modified by your Strength score. If you have proficiency in Athletics, your d20 roll also has your proficiency bonus added to it. If your Strength score is 10 then your ability modifier is +0. If you do not have proficiency in Athletics, you also do not add your proficiency bonus. So the modifier for your d20 roll would be +0. This means that the number on the 20-sided die would have to meet or exceed on its own the DC the DM set for climbing the wall. So a DC 10 wall would require a 10 on the die, and a DC 20 wall would require a 20 on the die. Everyone above has given pretty good examples of different situations when the DC would be higher or lower.

On the other hand, a level 20 character with a 20 in Strength and proficiency in Athletics would get +5 for the Strength Score and +6 for the proficiency bonus. This means the total bonus to the d20 roll would be +11. This character cannot fail to climb a wall of DC10 because the minimum roll of a 1 plus their +11 modifier means that their lowest possible Strength (Athletics) check is a 12. This character would need a 9 on the die to climb the DC 20 wall.

Please, let us know if you have any other questions.
 

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Most often you won't need to roll at all to do something.

You just do it.

If:

1. The outcome is in doubt, that is the DM has determined that it is neither easy enough to do automatically, or hard enough that you cannot possibly succeed

and

2. There is a consequence for failure

and

3. It is interesting

Then the DM may call for a check with a bonus or penalty coming from an appropriate ability and possibly, a skill.

The DM sets the number. A 15 is suggested as a hard task.

edit: Killing an enemy usually uses the combat rules. I would suggest reading through the rules first and then asking specific questins as needed.
 

Note that a lot of actions should not require a check at all, but this is up to the DM. If a player wants to climb a ladder for example, unless there are very good reasons why this would be difficult, I ask for no check, it simply succeeds. If it's a simple task, but there's a slight chance for failure, then my players usually have to roll a 10 or higher on their check. If it's a difficult task, the check may be 15 or higher.

In my opinion, there should always be a good reason for failure. I don't think a player should fail at climbing a simple rope just because they happened to roll poorly. It doesn't really add anything to the story when that happens. But if the player is descending down a steep cliff, while a raging storm is pulling at their clothes, and rain is hitting them in the face, then I think it makes sense to ask for a check there. There should always be interesting consequences to failing a check. There needs to be something at stake, otherwise the check might just be a waste of time.
 

As others have stated, it is up to the DM to set the difficulty of the check. A general rule of thumb for skill and ability checks is as follows:
5 Very Easy
10 Easy
15 Moderate
20 Hard
25 Very Hard
30 Nearly Impossible

The DM decides which ability or skill is appropriate. You roll you d20 and add the associated modifier. So if you are attempting to climb a wall your DM might say it is rough stone work with relatively decent hand holds (probably DC 10) and then asks you for an Strength (Athletics) check. You roll your d20 and add the modifier for Athletics from your character sheet.
 

Hello there,
Yesterday I bought d&d. But I don't understand this: if you want to do something, what do you have to get on the die.
Edit:
When I mean something, I mean crossing a river, killing an enemy, climbing a wall, etc..
As others have said, you don't have to roll to do everything. D&D is kinda-sorta collaborative storytelling. I've also heard it compared with Cops and Robbers, but with dice to settle arguments.

At a certain level, so long as everyone at the table is having fun and on board with the way things are going, you're playing the game right. There are even a couple of RPGs (role-playing games) out there that are "diceless" in the sense that they have no random resolution mechanic. I reserve those for "advanced" groups, though, because it requires a lot of trust. D&D really is a pretty good entry-level game.

Going back to the idea of collaborative storytelling, there's a concept of "makes narratives sense". Basically, if it doesn't make sense that there's a chance of failure, then there shouldn't be a die roll. The dice are there for three reasons, really: 1) provide dramatic tension and risk of failure, 2) allow for reasonably impartial resolution of uncertain outcomes, and 3) add variability to play. Breaking those down:

1) Dramatic tension: Some games and DMs are a bit more explicit about this, but sometimes the risk of failure isn't actually that interesting. Is there a chance you might fall off a short ladder and die? Yes; it happens in real life. Is it something that would be even remotely interesting in a book or movie? Not unless you're watching Final Destination. So, don't roll for it. Swimming across a raging river in a thunderstorm, while in chain armor and dodging arrows from orcs on the far bank? Yes, but stupid. Rarely say "no" (some GMs will say never, but I have my limits), so roll against a high DC -- look at the table in the PHB; it sounds Hard or Very Hard, so a DM call of either 20 or 25 sounds right. Crossing the same raging river with clear skies, no combat, and friends who could potentially jump in and help? Depends on the specific context, but I probably wouldn't worry about it because it's not interesting. If the PCs are on a timeline and need to head into a goblin lair or some such, right away, then I might call for an athletics roll or two with each failure giving a level of exhaustion. Why? Because it's interesting.

2) Impartial results: As DM, I'm not the author of the story (maybe the director, who gets to bring his twist to someone else's script, but don't push that too far). If the success of every single action depended on my whim, though, it would cease to be a game. When there's dramatic tension, the dice decide. I did say "reasonably impartial resolution", however, because the DM is the one who sets the DCs for most checks. Different DMs have different eyes for different things. I prefer a somewhat grittier tone, so Wuxia-style acrobatics aren't going to go over as well in my game as in some others. That's life and just part of the human factor of the game.

3) Variability: Sometimes, uncertainty is fun. I don't like the static damage numbers and always roll dice. Some DMs grant "exceptional success" if you can beat a skill check DC by 5 or 10 points -- knowledge/lore type checks have traditionally worked this way. This doesn't apply directly to "when do I roll for success?" but I included it for completeness of "why do we use dice?"

You may note that those aren't particularly concrete answers. That's part of the learning curve of the game and one of the things that comes with experience. Functional groups end up with some sort of social contract around most of that. Sometimes it's explicit, but more often, it's implicit and just grows organically as the group matures. Don't sweat it. It'll all work out soon enough, so long as the group takes it in stride.

I learned to play when I was 12. A 14-year-old ran a couple sessions, at a summer day camp, that included me as a player. Then I went back to normal life, picked up the red Basic set, and started DMing for some of my friends. I home brewed pretty much from the beginning and some of those early adventures were a bit surreal because we were all ignorant pre-teens.

My advice is to pick up the Starter Set, if you haven't already, and use the adventure therein, Lost Mines of Phandelver. It should provide a couple months of play (depending on how often you game) and get the characters to about level 5. This is your "practice game". You can either use the pregen characters or create your own. Either way, just plan on scrapping them after the adventure is done. That gives you permission to royally screw stuff up without being "stuck" with continuity errors for too long. It also gives you a time box in which the DM can get his legs and safely change his style in significant ways without fear of having fruit thrown at him. When you get done with that adventure, you always have the option of keeping the characters, just plan on going with a clean slate.

If you still want some cushion and freedom to adjust things in gross ways, pick up Tales From the Yawning Portal, which is an assortment of stand-alone adventures of various levels. My reason for this over one of the other published adventure books is that the others are all longer stories that can take six months to two years (or more) to play through. For new players, I think variety and shorter goals are going to be more beneficial. Each shorter adventure is also a good checkpoint to re-evaluate any lessons learned (either in your own head or as a group). Others may disagree.

If you feel like everyone has gotten comfortable with the game, great! Pick whatever you want, including home brew adventures. You can even create your own setting (the comfort to do so is a key maturity point, IMO, whether you actually do it or not), if you want. If you don't want to do that, be aware that Forgotten Realms (as presented in Sword Coast Adventurer's Guide) is just one of many published settings for D&D. If you go to the DM's Guild, you can find stuff published in earlier editions. All the story-type info is still valid and most of the rules stuff is either not critical or has already been sucked into the core, in some fashion. Personally, I think Greyhawk does "pure D&D" better than the Realms can ever hope to. Eberron explicitly answers the question: What would the logical outcome be of reliable magic as presented in the D&D rules? Planescape is great, if you want lots of weird races, philosophy, and exploring things "not of this earth". Ravenloft is gothic horror (and has a hardbound adventure published for it, in 5E). Dark Sun is post-apocalyptic.
 

Welcome to the game. Other people have already chimed in, just wanted to say feel free to ask questions here or to your DM because every DM is going to run the game with their own slight variations. This is a pretty straightforward question, but there will be others that have no one correct answer.

But general opinions and advice? We're full of it. ;)

Good luck and have fun!
 

Another point I wanted to add: I consider myself an experienced DM, but I don't think I'll ever stop learning new things. No DM is perfect. With every campaign I run or play, I learn new ways to step up my game. But I always have fun in the process, even if I make mistakes. That is part of the game. And I think I learn the most from watching other people play and run campaigns. Don't be afraid to look up some D&D sessions on YouTube, and draw inspiration from that. And don't be afraid to borrow ideas from others.
 

Another point I wanted to add: I consider myself an experienced DM, but I don't think I'll ever stop learning new things. No DM is perfect. With every campaign I run or play, I learn new ways to step up my game. But I always have fun in the process, even if I make mistakes. That is part of the game. And I think I learn the most from watching other people play and run campaigns. Don't be afraid to look up some D&D sessions on YouTube, and draw inspiration from that. And don't be afraid to borrow ideas from others.
This. Each edition change has fiddled with some of the underlying assumptions a bit. Trying other systems expands your abilities, as well.

As far as watching others DM on YouTube, I'd recommend Critical Role. I'm usually bored to tears by this sort of thing, but Matt Mercer and company really do a great job of being entertaining as well as just running a great game.
 

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