In the past, I've had several opportunities to introduce new players to D&D. One of the biggest hurdles is explaining all the rules, many of which are not necessary for a first game but are hard to avoid because they are interleaved with the rest of the rules. This is less of a problem with 5e, but still more than I can explain before people get bored. So I've taken up the idea of making a condensed version of the basic rules with all the fiddly bits removed (I know, I know, I'm not the first person to do this). The result is 5 pages of what I think are the essential rules needed to play a one-shot game at level 1.
I haven't tried out the rules but I will hopefully get a chance in two weeks. In the meantime, I'd love to get your feedback if there's anything that's missing or could be improved.
Here are some of the more prominent simplifications I made:
- only the 4 basic races and classes.
- ability scores range from -1 to +5.
- no class levels beyond the 1st.
- no distinction between attack rolls/ability checks/saving throws.
- no skills, instead use the ability check proficiency rules from the DMG.
- no proficiency bonus, instead you get a bonus to certain abilities based on your class.
- side initiative.
- no distinction between short/long rests, you simply heal 1 hit die worth of hp each rest.
- no rules for dying, you're simply unconscious at 0hp until either someone heals you or finishes you off.
- no long equipment or spell lists, everything is right there in the class description.
- metric system for distances, because.
Credits:
- The idea for a small set of rules to introduce new players comes from this blog post.
- Lots of text was stolen from the D&D Basic rules.
- I used the template available here.
I haven't tried out the rules but I will hopefully get a chance in two weeks. In the meantime, I'd love to get your feedback if there's anything that's missing or could be improved.
Here are some of the more prominent simplifications I made:
- only the 4 basic races and classes.
- ability scores range from -1 to +5.
- no class levels beyond the 1st.
- no distinction between attack rolls/ability checks/saving throws.
- no skills, instead use the ability check proficiency rules from the DMG.
- no proficiency bonus, instead you get a bonus to certain abilities based on your class.
- side initiative.
- no distinction between short/long rests, you simply heal 1 hit die worth of hp each rest.
- no rules for dying, you're simply unconscious at 0hp until either someone heals you or finishes you off.
- no long equipment or spell lists, everything is right there in the class description.
- metric system for distances, because.
Credits:
- The idea for a small set of rules to introduce new players comes from this blog post.
- Lots of text was stolen from the D&D Basic rules.
- I used the template available here.