D&D 5E Ok all, I just cannot wrap my head around how combat works. Please Help.


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One thing to remember is that all the math comes pre-calculated for the most part. Players should have their character sheets set up so that any attack roll, saving throw, or ability check only requires 1 number to be added to the d20 roll. The entries in the monster manual are the same way. Just roll the dice it tells you to roll (most of the time a d20 except when calculating damage) and add the modifier that is listed. There are some times when a modifier that is not listed gets added, but those are seldom for the most part.
 

Ah, thank you. I think I got it now.

On the attack roll you roll 1d20 + appropriate modifier for weapon type + proficiency bonus (if applicable, but I cannot imagine many {or any} PCs using a weapon they aren't proficient with).

On the damage roll it's simply the weapons attack die + the appropriate weapon modifier (STR or DEX).

The precon character had me confused as it had +5 listed for the ATK bonus for the great axe. I see now that it was predetermined at creation to make the combat move faster. The ATK bonus already includes all of the modifiers, so it's simply 1d20 +5 for this fighter on his attack roll, NOT damage roll.

His damage roll would be 1d12 + STR modifier (+3) in this case, and that is what they are spelling out on the character sheet. Designed for ease of use, once you know how to read it properly. :cool:

Am I doing it right?
 
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The pregen characters that come with the Starter Set, which can also be downloaded from the WotC site (http://media.wizards.com/downloads/dnd/StarterSet_Characters.pdf), are great reference. They, like the Monster Manual stat blocks, include all bonuses in the appropriate spots so the player doesn't have to spend time remembering much. If you can figure out how they're all calculated, then you've got a firm grip on the rules for proficiency, finesse, etc.

Good luck!

-HM
 

I sincerely want to say Thank You to all of your for your help. Getting this worked out, really helps me feel a lot more confident going into the game. :)
 

Cool art, a seemingly endless list of baddies, and even inspiration/ideas on how to use them in your campaigns. I didn't think it would be such fun to look at & read. To be honest, I thought it would be more like a textbook/reference guide, than the "book of awesomeness" that it ended up being. All IMO, of course. :)

This comment points up something important:

While the 5th edition D&D system is pretty cool, the writers and graphic designers clearly could've done a much better job of laying out how to play for brand new players.

Why not a little comic strip? Or at least a flowchart?

It scares me how many people who could be in the same boat as you--having all the tools right there but stuff veteran gamers take for granted is still assumed or just buried in walls of text.
 

This comment points up something important:

While the 5th edition D&D system is pretty cool, the writers and graphic designers clearly could've done a much better job of laying out how to play for brand new players.

Why not a little comic strip? Or at least a flowchart?

It scares me how many people who could be in the same boat as you--having all the tools right there but stuff veteran gamers take for granted is still assumed or just buried in walls of text.

This is something 5E missed that most of the prior editions got right -- including examples of play. I know the examples in the original Moldvay Basic and 1E DMG taught me a lot about how to play the game then there was not internet to ask questions.

I know, it chews up page count, and once you have the process down, you don't need it anymore -- but still, the core materials need to cater to the entire range of game experience.
 

This is something 5E missed that most of the prior editions got right -- including examples of play. I know the examples in the original Moldvay Basic and 1E DMG taught me a lot about how to play the game then there was not internet to ask questions.

I know, it chews up page count, and once you have the process down, you don't need it anymore -- but still, the core materials need to cater to the entire range of game experience.

Not only that, the examples of play are a joy to re-read.
 

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