Find a group and start playing. Really, it’s the only way. Reading the rules helps, and is really a prereq for joint a group, just out of courtesy if nothing else. But until you actually play, you won’t quite get it.
Read as much Dnd content as you want, and playing is a great way to learn as well. I learned how to play mostly from reading the books and actually playing the game in the first place. Maybe join a play by post group on the forums.
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Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
It's a complex game. The best way to learn how to a complex game is to first, have a read of the rules. This will give you a rough idea on how things work, how to do things and the fundamental premise of the game. Don't worry if you don't get it though. You then play the game, which will force you to apply the rules and that is what will cement everything into place.
You really learn by playing. Reading the rules beforehand just greases the wheels of the process.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
It's not all that hard a game to play; there are a lot of options, so it looks hard, but they build up slowly.
(DMing a game is a whole different kettle of orcs, but the complexity there is less about the rules and more about juggling a whole lot of things at once.)
But everyone saying you need to play is right. I can't tell you how to find a group, but do so. Make a level 1 character. Which class doesn't matter. None of them are that complex at level one; pick one that sounds fun. As you level up, you'll get more options, but you'll already be comfortable with the stuff you had.
Videos of actual game play will give you a sense of the flow and conduct of a game. Which is handy…
Most other videos will help with specific it’s (character making, how to play a specific type of character) or generally be more broad in talking about themes and such.
I most definitely suggest reading the Pkayers Handbook. You don’t need to study it. You don’t need to read every race or every spell, and you don’t need to read in order. Jump around, read what interests you at the moment, look up the thing you’re feeling unsure about, etc… but it’s definitely VERY handy to be used to looking stuff up in it even if you don’t memorize it…
Next I’d ask what specific things have you confused? There’s a lot of small detail stuff it’s easy to not worry about until it becomes an issue.. But if you have specific questions on how Armor Class works or what RAW is or such then ask away…
This gives you a watered down version of the player's handbook (misses some classes and stuff). But that will get the ball rolling for the first step of getting a feel for the game by learning the rules.
Next, ideally find a newbie group to join - if you're interested in person, check out your local gaming store. Quite a few of them typically do a day of D&D if they have the tables in their store for it - or they may know where you can go.
There's also another thread in this forum where someone mentioned having zero experience - and if Play By Post (or even in Discord) is of interest - some suggestions were also offered in that thread right here -
You have unlimited choices to go about this, but these are two great options:
1 - See if you can find a group of experience players and play with them. I've only been playing dnd for a little less than a year, but just by joining a couple of campaigns with experienced players, I've gain x10 more knowledge than I would watching YouTube videos or simply trying to start my own campaign. I'm now a DM to a couple of parties who love playing my custom adventures every week. I recommend definitely NOT trying to start your own campaign with not much experience. Participate in at least two different campaigns before you start your own.
2 - Books! Read lots of dnd books & content OR just browse the internet to find some info! I personally think that this will teach you the basics, and be sure to ask all of the questions you have because when somebody asks you some day "Hey can you roll an strength check" and you're like "Ummm I know what strength is but what the heck is a check?" (Answer: If you were grappling with a monster and you're trying to pry yourself form its grip, you roll a strength check to see if you can get out, just as an example.) Books are very detailed, but they usually miss a lot of particular questions. Make sure to find an experienced player or DM and ask all of the questions that the book or YouTube video didn't answer. And it never hurts to ask during a session!
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The Nerd Queen! Minty (me) vs Yvonne (SpiderQueenYvonne)... how will we work this out? POSSIBLE Arachnid Queen Imma nerdy nonbinary YouTuber who lives on Earth, quick summary for ya. (No my channel is not under this username lol) I ADMIT IT: I am two hundred thirty-three years old. Me rn: darn it- can't think of how to design this stupid signature.
Oh, I hear you Roogie. When I took up these new rules (after only knowing AD&D) it took me a while. I watched videos too, and I still didn't get it.
So, here's the basic rules to keep in mind. I'm sure peeps will correct me, as is only right and proper.
When a character does something, roll a D20 and add modifiers (whatever they are) to succeed. If it's easy, roll with Advantage. Hard, with Disadvantage. 20 is always a critical or terrific success. 1 is always a terrible failure. This rolling system is the basis of nearly every die roll in the game. If you don't know a rule, just roll a D20 and add or subtract modifiers. Don't worry about wasting time looking up obscure rules, you can do that later.
Combat starts with Initiative, to see who goes first. The highest roll goes first, then everyone else (monsters and characters) in order. After everyone goes, that's a complete Round. Thus, a new round begins.
There's 3 basic things players and DMs can have a monster or character do in a round. Characters basically have 1 Action every turn. But, a lot of spells or class features specifically give another action called a Bonus Action. Last, is the Reaction, which is a sudden response to something happening. Typically, a monster suddenly tried to flee from combat from a character. Thus, that character gets a Reaction to make one action, attack usually, onto the fleeing monster. Some other character Features or spells might be used as a Reaction, but this is rare. For example, the wizard spell Shield can be cast as a Reaction.
If you remember these basics, you're likely to have smooth game play. I hope. :)
So, here's the basic rules to keep in mind. I'm sure peeps will correct me, as is only right and proper.
When a character does something, roll a D20 and add modifiers (whatever they are) to succeed. If it's easy, roll with Advantage. Hard, with Disadvantage. 20 is always a critical or terrific success. 1 is always a terrible failure. This rolling system is the basis of nearly every die roll in the game. If you don't know a rule, just roll a D20 and add or subtract modifiers. Don't worry about wasting time looking up obscure rules, you can do that later.
A natural 20 is a critical hit on attack rolls, which means it hits automatically and does twice as many dice of damage. For anything else besides a lot of features that modify the effects of crits, a 20 works like any other die roll. If you roll a 12 on a saving throw or ability check, the result is 12+modifiers. If you roll a 20, it's 20+modifiers. That's one of the biggest misunderstandings of 5e rules, and I've personally had multiple bad experiences with people who didn't understand it.
As a player you don't need to know all the rules. It will help a LOT if read and understand part 2 of the basic rules. You also need to know the rules specific to your character, if from the videos you have a class and race you would particularly want to play read through the features of the race and the first level or two of the class. Chapter 1 is about character creation that can be useful but the DnDBeyond system walks you through it pretty well and your DM might have restrictions about how they want you to do it (for example Point buy roling for stats with them present)
I've been watching videos on youtube for along time and still feel no closer to actually learning how to play. What should I be doing?
YouTube is well and good (I'm part of it as well) but there's one simple thing you must do.
If you're talking about 5th edition D&D (which based on posting on here, I'm assuming you are), there's one main book. Player's Handbook. It's about 25 bucks on Amazon and you can get it at your local gaming store, bookstore, etc. You can also purchase it on here. Type "free Player's Handbook" into google and you'll find enough PDFs or downloadable clicky things to give you the basic rules FOR FREE. Stop watching videos. Get that content (book, PDF, whatever) and read it. You don't need to read it cover to cover, but read it. Start at the front, skip around to equipment and armor if you fancy that, or jump straight to the combat chapter. Just read it. The character creation section walks you through making those. Character sheets are free to access on the internet. Print them out. Go to a coffee shop or text up your friends and say, "hey, we're going to start playing D&D. Meet me tomorrow at 6pm and bring snacks."
In one year, you'll have more questions but know exactly what and how to do to move forward. D&D is like life. Just step into it and figure it out as you go. D&D IS LIFE!
So, here's the basic rules to keep in mind. I'm sure peeps will correct me, as is only right and proper.
When a character does something, roll a D20 and add modifiers (whatever they are) to succeed. If it's easy, roll with Advantage. Hard, with Disadvantage. 20 is always a critical or terrific success. 1 is always a terrible failure. This rolling system is the basis of nearly every die roll in the game. If you don't know a rule, just roll a D20 and add or subtract modifiers. Don't worry about wasting time looking up obscure rules, you can do that later.
A natural 20 is a critical hit on attack rolls, which means it hits automatically and does twice as many dice of damage. For anything else besides a lot of features that modify the effects of crits, a 20 works like any other die roll. If you roll a 12 on a saving throw or ability check, the result is 12+modifiers. If you roll a 20, it's 20+modifiers. That's one of the biggest misunderstandings of 5e rules, and I've personally had multiple bad experiences with people who didn't understand it.
You are right sir, this is the exact RAW (Rules As Written). And thanx! However... naaaaaah! I always treat a NAT20 (a natural 20 roll) as an extra. Looking for a secret door? You fall through it like Shaggy on Scooby Doo. Trying to Surprise someone or group? Caught totally flat footed and bad things happen (I make it up). That sort of thing. And yea, if it's a NAT20 on an attack, I now-a-days say to the player; "How do you wanna do this?" :)
So, here's the basic rules to keep in mind. I'm sure peeps will correct me, as is only right and proper.
When a character does something, roll a D20 and add modifiers (whatever they are) to succeed. If it's easy, roll with Advantage. Hard, with Disadvantage. 20 is always a critical or terrific success. 1 is always a terrible failure. This rolling system is the basis of nearly every die roll in the game. If you don't know a rule, just roll a D20 and add or subtract modifiers. Don't worry about wasting time looking up obscure rules, you can do that later.
A natural 20 is a critical hit on attack rolls, which means it hits automatically and does twice as many dice of damage. For anything else besides a lot of features that modify the effects of crits, a 20 works like any other die roll. If you roll a 12 on a saving throw or ability check, the result is 12+modifiers. If you roll a 20, it's 20+modifiers. That's one of the biggest misunderstandings of 5e rules, and I've personally had multiple bad experiences with people who didn't understand it.
You are right sir, this is the exact RAW (Rules As Written). And thanx! However... naaaaaah! I always treat a NAT20 (a natural 20 roll) as an extra. Looking for a secret door? You fall through it like Shaggy on Scooby Doo. Trying to Surprise someone or group? Caught totally flat footed and bad things happen (I make it up). That sort of thing. And yea, if it's a NAT20 on an attack, I now-a-days say to the player; "How do you wanna do this?" :)
That's fun home-brew rules but there HAS to be limits. I cannot try to walk on water and roll a Nat 20 and succeed. Or to run through a castle wall or punch a hole in time... Normal ability checks for normal things, I have no prob a Nat 20 always working. It almost always would be successful anyway. But a Nat 20 should not ALWAYS be a success no matter how far fetched the want...
Though to be fair, DM's shouldn't even always allow a player to roll. If a player says they want to walk on water or punch time or whatever the DM should just say they fail, not even giving the roll...
If the DM only allows you to roll when there isa chance of success then a nat 20 is always a success, and I am all for now allowing players to roll for the impossible but it gets a little off when players are rolling for things they are not good at especially at high levels:
The DC of an ancient red dragons fire breath is 24. It is therefore impossible for someone without at least a +4 to there dex save modifier to succeed but at high levels quite a few characters will have +11 or more. It is easier for the DM to ask everyone in the area to make a Dex save than to filter out those that auto fail. This is the sort of thing that you could homebrew that everyone saves on a natural 20 but then the character wuth a +4 modifier has the same chance of succeeding as someone with a modifier of -1. 5% odds seem ot me to be rather high for a miracle.
If the DM only allows you to roll when there isa chance of success then a nat 20 is always a success, and I am all for now allowing players to roll for the impossible but it gets a little off when players are rolling for things they are not good at especially at high levels:
The DC of an ancient red dragons fire breath is 24. It is therefore impossible for someone without at least a +4 to there dex save modifier to succeed but at high levels quite a few characters will have +11 or more. It is easier for the DM to ask everyone in the area to make a Dex save than to filter out those that auto fail. This is the sort of thing that you could homebrew that everyone saves on a natural 20 but then the character wuth a +4 modifier has the same chance of succeeding as someone with a modifier of -1. 5% odds seem ot me to be rather high for a miracle.
D&D and most games are their most fun when miracles or their opposites (catastrophes?) Happen. It may be more realistic to have them happen less frequently, but the game is made by those moments, so you don't want them to be as rare as hen's teeth. Having them very common isn't the answer either, but 5% for having a hail Mary work doesn't seem unreasonable. Ideally you want such a moment once a session to make it memorable. Once you ignore the times you'll get a nat20 when it doesn't matter (eg fighting a Goblin while at full health and at level 5 isn't going to be one of those moments), a 1/20 chance doesn't seem too common to me.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
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I've been watching videos on youtube for along time and still feel no closer to actually learning how to play. What should I be doing?
Find a group and start playing. Really, it’s the only way. Reading the rules helps, and is really a prereq for joint a group, just out of courtesy if nothing else. But until you actually play, you won’t quite get it.
Read as much Dnd content as you want, and playing is a great way to learn as well. I learned how to play mostly from reading the books and actually playing the game in the first place. Maybe join a play by post group on the forums.
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
Basic rules and Players handbook to play, Dungeon Masters guide to help with writing for a group.
It's a complex game. The best way to learn how to a complex game is to first, have a read of the rules. This will give you a rough idea on how things work, how to do things and the fundamental premise of the game. Don't worry if you don't get it though. You then play the game, which will force you to apply the rules and that is what will cement everything into place.
You really learn by playing. Reading the rules beforehand just greases the wheels of the process.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Read the rules, play the game.
It's not all that hard a game to play; there are a lot of options, so it looks hard, but they build up slowly.
(DMing a game is a whole different kettle of orcs, but the complexity there is less about the rules and more about juggling a whole lot of things at once.)
But everyone saying you need to play is right. I can't tell you how to find a group, but do so. Make a level 1 character. Which class doesn't matter. None of them are that complex at level one; pick one that sounds fun. As you level up, you'll get more options, but you'll already be comfortable with the stuff you had.
Which videos have you been watching?
Videos of actual game play will give you a sense of the flow and conduct of a game. Which is handy…
Most other videos will help with specific it’s (character making, how to play a specific type of character) or generally be more broad in talking about themes and such.
I most definitely suggest reading the Pkayers Handbook. You don’t need to study it. You don’t need to read every race or every spell, and you don’t need to read in order. Jump around, read what interests you at the moment, look up the thing you’re feeling unsure about, etc… but it’s definitely VERY handy to be used to looking stuff up in it even if you don’t memorize it…
Next I’d ask what specific things have you confused? There’s a lot of small detail stuff it’s easy to not worry about until it becomes an issue.. But if you have specific questions on how Armor Class works or what RAW is or such then ask away…
You can download the Basic Rules for free.
This gives you a watered down version of the player's handbook (misses some classes and stuff). But that will get the ball rolling for the first step of getting a feel for the game by learning the rules.
Next, ideally find a newbie group to join - if you're interested in person, check out your local gaming store. Quite a few of them typically do a day of D&D if they have the tables in their store for it - or they may know where you can go.
There's also another thread in this forum where someone mentioned having zero experience - and if Play By Post (or even in Discord) is of interest - some suggestions were also offered in that thread right here -
https://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/144957-zero-experience-please-help
Check out my publication on DMs Guild: https://www.dmsguild.com/browse.php?author=Tawmis%20Logue
Check out my comedy web series - Neverending Nights: https://www.youtube.com/watch?v=8Wr4-u9-zw0&list=PLbRG7dzFI-u3EJd0usasgDrrFO3mZ1lOZ
Need a character story/background written up? I do it for free (but also take donations!) - https://forums.giantitp.com/showthread.php?591882-Need-a-character-background-written-up
You have unlimited choices to go about this, but these are two great options:
1 - See if you can find a group of experience players and play with them. I've only been playing dnd for a little less than a year, but just by joining a couple of campaigns with experienced players, I've gain x10 more knowledge than I would watching YouTube videos or simply trying to start my own campaign. I'm now a DM to a couple of parties who love playing my custom adventures every week. I recommend definitely NOT trying to start your own campaign with not much experience. Participate in at least two different campaigns before you start your own.
2 - Books! Read lots of dnd books & content OR just browse the internet to find some info! I personally think that this will teach you the basics, and be sure to ask all of the questions you have because when somebody asks you some day "Hey can you roll an strength check" and you're like "Ummm I know what strength is but what the heck is a check?" (Answer: If you were grappling with a monster and you're trying to pry yourself form its grip, you roll a strength check to see if you can get out, just as an example.) Books are very detailed, but they usually miss a lot of particular questions. Make sure to find an experienced player or DM and ask all of the questions that the book or YouTube video didn't answer. And it never hurts to ask during a session!
The Nerd Queen!
Minty (me) vs Yvonne (SpiderQueenYvonne)... how will we work this out?
POSSIBLE Arachnid Queen
Imma nerdy nonbinary YouTuber who lives on Earth, quick summary for ya. (No my channel is not under this username lol)
I ADMIT IT:
I am two hundred thirty-three years old.
Me rn: darn it- can't think of how to design this stupid signature.
Oh, I hear you Roogie. When I took up these new rules (after only knowing AD&D) it took me a while. I watched videos too, and I still didn't get it.
So, here's the basic rules to keep in mind. I'm sure peeps will correct me, as is only right and proper.
When a character does something, roll a D20 and add modifiers (whatever they are) to succeed. If it's easy, roll with Advantage. Hard, with Disadvantage. 20 is always a critical or terrific success. 1 is always a terrible failure. This rolling system is the basis of nearly every die roll in the game. If you don't know a rule, just roll a D20 and add or subtract modifiers. Don't worry about wasting time looking up obscure rules, you can do that later.
Combat starts with Initiative, to see who goes first. The highest roll goes first, then everyone else (monsters and characters) in order. After everyone goes, that's a complete Round. Thus, a new round begins.
There's 3 basic things players and DMs can have a monster or character do in a round. Characters basically have 1 Action every turn. But, a lot of spells or class features specifically give another action called a Bonus Action. Last, is the Reaction, which is a sudden response to something happening. Typically, a monster suddenly tried to flee from combat from a character. Thus, that character gets a Reaction to make one action, attack usually, onto the fleeing monster. Some other character Features or spells might be used as a Reaction, but this is rare. For example, the wizard spell Shield can be cast as a Reaction.
If you remember these basics, you're likely to have smooth game play. I hope. :)
A natural 20 is a critical hit on attack rolls, which means it hits automatically and does twice as many dice of damage. For anything else besides a lot of features that modify the effects of crits, a 20 works like any other die roll. If you roll a 12 on a saving throw or ability check, the result is 12+modifiers. If you roll a 20, it's 20+modifiers. That's one of the biggest misunderstandings of 5e rules, and I've personally had multiple bad experiences with people who didn't understand it.
I have a weird sense of humor.
I also make maps.(That's a link)
As a player you don't need to know all the rules. It will help a LOT if read and understand part 2 of the basic rules. You also need to know the rules specific to your character, if from the videos you have a class and race you would particularly want to play read through the features of the race and the first level or two of the class. Chapter 1 is about character creation that can be useful but the DnDBeyond system walks you through it pretty well and your DM might have restrictions about how they want you to do it (for example Point buy roling for stats with them present)
YouTube is well and good (I'm part of it as well) but there's one simple thing you must do.
If you're talking about 5th edition D&D (which based on posting on here, I'm assuming you are), there's one main book. Player's Handbook. It's about 25 bucks on Amazon and you can get it at your local gaming store, bookstore, etc. You can also purchase it on here. Type "free Player's Handbook" into google and you'll find enough PDFs or downloadable clicky things to give you the basic rules FOR FREE. Stop watching videos. Get that content (book, PDF, whatever) and read it. You don't need to read it cover to cover, but read it. Start at the front, skip around to equipment and armor if you fancy that, or jump straight to the combat chapter. Just read it. The character creation section walks you through making those. Character sheets are free to access on the internet. Print them out. Go to a coffee shop or text up your friends and say, "hey, we're going to start playing D&D. Meet me tomorrow at 6pm and bring snacks."
In one year, you'll have more questions but know exactly what and how to do to move forward. D&D is like life. Just step into it and figure it out as you go. D&D IS LIFE!
All things Lich - DM tips, tricks, and other creative shenanigans
You are right sir, this is the exact RAW (Rules As Written). And thanx! However... naaaaaah! I always treat a NAT20 (a natural 20 roll) as an extra. Looking for a secret door? You fall through it like Shaggy on Scooby Doo. Trying to Surprise someone or group? Caught totally flat footed and bad things happen (I make it up). That sort of thing. And yea, if it's a NAT20 on an attack, I now-a-days say to the player; "How do you wanna do this?" :)
That's fun home-brew rules but there HAS to be limits. I cannot try to walk on water and roll a Nat 20 and succeed. Or to run through a castle wall or punch a hole in time... Normal ability checks for normal things, I have no prob a Nat 20 always working. It almost always would be successful anyway. But a Nat 20 should not ALWAYS be a success no matter how far fetched the want...
Though to be fair, DM's shouldn't even always allow a player to roll. If a player says they want to walk on water or punch time or whatever the DM should just say they fail, not even giving the roll...
If the DM only allows you to roll when there isa chance of success then a nat 20 is always a success, and I am all for now allowing players to roll for the impossible but it gets a little off when players are rolling for things they are not good at especially at high levels:
The DC of an ancient red dragons fire breath is 24. It is therefore impossible for someone without at least a +4 to there dex save modifier to succeed but at high levels quite a few characters will have +11 or more. It is easier for the DM to ask everyone in the area to make a Dex save than to filter out those that auto fail. This is the sort of thing that you could homebrew that everyone saves on a natural 20 but then the character wuth a +4 modifier has the same chance of succeeding as someone with a modifier of -1. 5% odds seem ot me to be rather high for a miracle.
D&D and most games are their most fun when miracles or their opposites (catastrophes?) Happen. It may be more realistic to have them happen less frequently, but the game is made by those moments, so you don't want them to be as rare as hen's teeth. Having them very common isn't the answer either, but 5% for having a hail Mary work doesn't seem unreasonable. Ideally you want such a moment once a session to make it memorable. Once you ignore the times you'll get a nat20 when it doesn't matter (eg fighting a Goblin while at full health and at level 5 isn't going to be one of those moments), a 1/20 chance doesn't seem too common to me.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.