The Basics: Condensed
Okay, y'all, first thing is first. The Player's Handbook is an invaluable item for a player to have. Every game needs at least one because the Dungeon/Game Master (who I'll be referring to as the DM) will definitely use it, but having a few extra on hand for everyone else makes things go much more smoothly.
As a side note, Amazon has pretty good price ranges for D&D books.
Now we can get to the bare bone basic mechanics, according to page 6 of the Player's Handbook, Fifth Edition (hereby referred to as the PH5e).
As a side note, Amazon has pretty good price ranges for D&D books.
Now we can get to the bare bone basic mechanics, according to page 6 of the Player's Handbook, Fifth Edition (hereby referred to as the PH5e).
- The DM describes the environment
- The players decide what they want to do
- The DM narrates the results of the adventurers' actions
Sometimes these actions require dice rolls to find out whether they succeed or fail. To determine this, the DM will have/set/roll for a number requirement--called the DC for difficulty class--for the player to match or surpass with their own roll. These rolls are done with a 20 sided dice, called a d20, and the player adds bonuses from their skills or saves (we'll get there later) and possibly circumstantial penalties as the DM directs.
Side note: Another valuable item for a player is a calculator/calculator app, as there's more math than you'd expect. Oh, and if you have to divide a number and end up with a fraction, you round down.
Sometimes a roll has advantage or disadvantage. In both cases you roll two d20s for what you're trying to do. With advantage, you use the higher number. With disadvantage, you use the lower number.
The final super basic things to remember for game play are what the PH5e calls "The Three Pillars of Adventure"
- Exploration
- Social interaction
- Combat
Or in my words
- Poke it with a stick
- Talk to people AND things. Especially things.
- Kick some ass
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