it's been a long time since I've last played, but I just bought the D&D Essentials Kit and I'm really looking forward to getting back into learning and playing! the only issue is I feel like there's so much D&D content out there to read and watch and take in, I don't know where to start yknow
what would you consider the essentials for beginners to get into D&D and for a Dungeon Master like myself? where do you guys feel like you've found most of your knowledge?
#1: Buy the Players' Handbook. It's available in hardcover as well as digital. Both D&D Beyond and Roll20 have fully licensed digital versions that can be used for online games (Roll20 version integrates directly with the Roll20 VTT [Virtual Table Top] and there are free plugins and extensions available to integrate DDB character sheets with Roll20 and other VTTs).
#2: Read the PHB. So many questions that people ask online, even self described "experienced players," are about the basic freaking rules. The PHB starts with a five page general introduction and a five page character creation walkthrough. There are two pages on multiclassing, eight on how ability scores work (including examples of how and when to use them), six pages on general adventuring, ten on combat, and a whopping six pages on how magic works. That's forty-two pages and a good bit of that dead tree real estate is taken up by illustrations that are just there to make the book pretty. Depending on how fast you read, you're looking at maybe two or three hours, probably a good bit less, to actually read all of that. The rest of the book (and pretty much all of most supplementary books), the parts on races, classes, equipment, feats, backgrounds, and spells, is all just reference material that you plug into the framework of the rules covered in those forty two pages.
Seriously, if you actually know and understand those basic rules that literally everything else about the game is based on then you will understand everythingelse you get from any other material quicker and more readily.
#3: For an informative and (imho) thoroughly entertaining overview on character creation, all the classes, and the important parts of DMing, I recommend checking out YouTube creator JoCat's "Crap Guide to D&D" series. Content warning for swearing and general sarcastic humor, but he does really cram a lot of helpful information into those rather short videos (he also talks really fast) and a lot of folks retain information better when it comes in an entertaining format (like joking that if you don't keep track of your spell slots and cast more spells than allowed per the rules the DM has legal rights to eat your dice). It's worth mentioning that Wizards of the Coast apparently liked his work enough that they paid him to make a sponsored video in the same style promoting Magic: The Gathering to potential new players/customers, so while his D&D videos aren't technically officially endorsed material there's a clear "wink and nod" approval there.
Yes, there's a lot of new content. But don't feel like you need to catch up all at once. All you need is the basic set and a friend or two. Start your new D&D experience the same way you would start a campaign - start small, build as you go, and just focus on creating a good story with your players. If you're old school, like some of us, get the hardcover PHB, DMG, and MM. That's all you need. Or you can just get a package on DNDBeyond and rely on the digital books. Whatever you do, don't feel the need to keep up with the Joneses. The new content will still be there when you're ready to delve into it.
I should point out, of course, that rules alone don't make for a good game of D&D. But they sure do help! If you have the basic rules down that means you don't have to worry about stopping to figure out what kinds of rolls any given action or situation should be resolved by, especially if you're the DM. Combat will go much faster when you don't have to stop and look up how your abilities work; spells are a huge example of this and that's part of the "reference material" I mentioned above. You don't have to know all the spells in the game extremely well, but if your character can cast it and/or has it prepared (meaning your character actually can cast it in a given game situation) then you should know what it does. Not having to stop and check the books every five minutes just makes everything go smoother even out of combat. Like knowing that charm person only affects humanoids and requires a wisdom saving throw, knowing what your save DC is, knowing that a charm spell is not mind control and will not make the subject do something they would typically be very opposed to doing (like attacking their allies), and that they'll realize they've been whammied with mind affecting magic once the spell ends. That should make your attempts to get by that guard go a bit smoother.
After that you can find or host a game that's just straight combat and dungeon crawls, but a lot of folks like some amount (or even a primary focus on) sstory and/or character driven roleplay. There are a lot of different styles for that and different ways to go about that. Another YouTube creator that I recommend for general advice is Ginny Di; she covers a whole bunch of things about D&D mostly not having to do specifically with crunchy rules issues, from tips on crafting characters, backstories, roleplaying ideas, DM tips, and ways to stay focused and interested at the table.
Once you're ready to look for a game, it's generally a lot easier to find one online than in person. Much like the rest of the internet it can be a bit of a crapshoot to find a group you fit well with, but the large quantity also means if you don't get lucky right off the bat there's almost definitely a good one for you still out there. These forums have an LFG (Looking For Group) section as does Roll 20, there's r/lfg on reddit, and a bunch of Discord servers out there with LFG sections if not specifically focused on getting players together. Some games you'll find are looking for experienced players but many are willing to help out newbies (or old players new to the current edition) and some DMs even host games specifically geared to teach people the game.
Reading the Basic Rules is the best place to start! After that, the Player's Handbook and Dungeon Master's Guide contain very helpful info for players and Dungeon Masters respectively. After that, you already know everything you need to play or DM a campaign, the other rulebooks are basically like Expansion Packs, containing some very interesting races, subclasses, creatures, and other stuff you can use to make your campaigns and characters even better
it's been a long time since I've last played, but I just bought the D&D Essentials Kit and I'm really looking forward to getting back into learning and playing! the only issue is I feel like there's so much D&D content out there to read and watch and take in, I don't know where to start yknow
what would you consider the essentials for beginners to get into D&D and for a Dungeon Master like myself? where do you guys feel like you've found most of your knowledge?
You have everything that you need. Play with the Essentials Kit, and that's enough to do you first (at least this time around) adventure up to level 13 (you have a code for getting the DoIP adventure in DDB, it will also give you a further three adventures to follow on with). You really don't need anything else until you've finished the adventure (or you decide you want to do a different adventure instead).
Once you've done that, you'll want the Player's Handbook to learn most of the rest of the rules, full character creation options, and so forth. If you're going for physical books or you're doing homebrew, you'll also need the Monster Manual. If you're saying published adventures on DDB, they automatically unlock the monsters you need when you buy the adventure, so don't bother buying it. The DMG is assumed that you have it, but you can get by without it in my experience. If you're going physical, get the core rule box set. It comes with a convenient case but also had a nicer DM screen and costs the same as the books separately.
I'd also get more dice. I find it a lot easier, especially later on, to have a lot of sets available. It's much easier as DM (and to a lesser extent, players) because you can roll multiple attacks at the same time, different colours for different attacks.
For now though, stick with the Essentials Kit. It has everything you need.
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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.
I’d suggest trying to forget any old rules you might remember. No matter which edition was the last one you played, this one is going to be radically different. Many of the terms refer to the same things, but you will likely find fewer restrictions, and combat will likely be much more streamlined.
the last edition I played was 5e, so I guess it wasn't too long ago - but long enough to need to do some relearning! that's so cool that you've been playing for so long, I wish I'd started when I was younger
the last edition I played was 5e, so I guess it wasn't too long ago - but long enough to need to do some relearning! that's so cool that you've been playing for so long, I wish I'd started when I was younger
I played a little as a teenager.
When my son became interested I encouraged it with his friends.
When he went off to college, I bought him the 5e core rulebooks after he said a group was going to give D&D a try and he was the first DM.
He stuck with it and I asked about his game and it was all good.
Shortly after he graduated, my niece asked me to help her roll a character. We rolled up a bard for her and I explained the "build" to her and how the ability scores modified her chances of doing things. Her group ended up not getting started. It looked like she would have to be DM, but had never even played.
At this point I volunteered to be DM for a family game with my son and wife, my brother, his wife, son and daughter. So I've been a 5e DM for one low key game that meets when our schedules allow. It is a great way to spend time together.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
I'd also get more dice. I find it a lot easier, especially later on, to have a lot of sets available. It's much easier as DM (and to a lesser extent, players) because you can roll multiple attacks at the same time, different colours for different attacks.
You can never have too many dice. Anybody who says otherwise is a filthy heretic and probably eats live kittens for breakfast. I haven't actually played in person D&D for a very long time (I play online these days) but I have my clickety clackity math rocks. Including multiple sets of metal ones, because they're extra shiny.
I'd also get more dice. I find it a lot easier, especially later on, to have a lot of sets available. It's much easier as DM (and to a lesser extent, players) because you can roll multiple attacks at the same time, different colours for different attacks.
You can never have too many dice. Anybody who says otherwise is a filthy heretic and probably eats live kittens for breakfast. I haven't actually played in person D&D for a very long time (I play online these days) but I have my clickety clackity math rocks. Including multiple sets of metal ones, because they're extra shiny.
If you don't do anything else, get an extra d20 with a different look from the original for rolling advantage/disadvantage, add in an extra 3d4, 3d6 and 3d8 for the situations that require you to roll several of these types. If you need more than this, well, just reroll a few more. One of my players rolls all their dice every time, and then looks for the one(s) they need. It looks like a serous case of clicketty-clack obsession.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
It’s great to hear some of you guys returning to the game after all these years. I started off with the TSR basic set then moved on to AD&D and then AD&D second edition. Recently returned to DM with same players after break of about 30yrs. Now fully immersed in 5e rules and loving it! Guess I must have started about 40 years ago and still get same buzz out of it now. Great community here too, happy adventures guys!!
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it's been a long time since I've last played, but I just bought the D&D Essentials Kit and I'm really looking forward to getting back into learning and playing! the only issue is I feel like there's so much D&D content out there to read and watch and take in, I don't know where to start yknow
what would you consider the essentials for beginners to get into D&D and for a Dungeon Master like myself? where do you guys feel like you've found most of your knowledge?
Beginner DM & Barbarian
Reading through the Basic Rules is a good way to start: https://www.dndbeyond.com/sources/basic-rules
Welcome to 5th Edition D&D!
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
#1: Buy the Players' Handbook. It's available in hardcover as well as digital. Both D&D Beyond and Roll20 have fully licensed digital versions that can be used for online games (Roll20 version integrates directly with the Roll20 VTT [Virtual Table Top] and there are free plugins and extensions available to integrate DDB character sheets with Roll20 and other VTTs).
#2: Read the PHB. So many questions that people ask online, even self described "experienced players," are about the basic freaking rules. The PHB starts with a five page general introduction and a five page character creation walkthrough. There are two pages on multiclassing, eight on how ability scores work (including examples of how and when to use them), six pages on general adventuring, ten on combat, and a whopping six pages on how magic works. That's forty-two pages and a good bit of that dead tree real estate is taken up by illustrations that are just there to make the book pretty. Depending on how fast you read, you're looking at maybe two or three hours, probably a good bit less, to actually read all of that. The rest of the book (and pretty much all of most supplementary books), the parts on races, classes, equipment, feats, backgrounds, and spells, is all just reference material that you plug into the framework of the rules covered in those forty two pages.
Seriously, if you actually know and understand those basic rules that literally everything else about the game is based on then you will understand everything else you get from any other material quicker and more readily.
#3: For an informative and (imho) thoroughly entertaining overview on character creation, all the classes, and the important parts of DMing, I recommend checking out YouTube creator JoCat's "Crap Guide to D&D" series. Content warning for swearing and general sarcastic humor, but he does really cram a lot of helpful information into those rather short videos (he also talks really fast) and a lot of folks retain information better when it comes in an entertaining format (like joking that if you don't keep track of your spell slots and cast more spells than allowed per the rules the DM has legal rights to eat your dice). It's worth mentioning that Wizards of the Coast apparently liked his work enough that they paid him to make a sponsored video in the same style promoting Magic: The Gathering to potential new players/customers, so while his D&D videos aren't technically officially endorsed material there's a clear "wink and nod" approval there.
thank you both for the tips! my first step will be reading the Basic Rules and the Player's Handbook to learn what I can
I'll also be sure to check out this Crap Guide which sounds like a quality guide lmao
Beginner DM & Barbarian
Welcome back to the tables! We missed you!
Yes, there's a lot of new content. But don't feel like you need to catch up all at once. All you need is the basic set and a friend or two. Start your new D&D experience the same way you would start a campaign - start small, build as you go, and just focus on creating a good story with your players. If you're old school, like some of us, get the hardcover PHB, DMG, and MM. That's all you need. Or you can just get a package on DNDBeyond and rely on the digital books. Whatever you do, don't feel the need to keep up with the Joneses. The new content will still be there when you're ready to delve into it.
Just start small and have fun!
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
I should point out, of course, that rules alone don't make for a good game of D&D. But they sure do help! If you have the basic rules down that means you don't have to worry about stopping to figure out what kinds of rolls any given action or situation should be resolved by, especially if you're the DM. Combat will go much faster when you don't have to stop and look up how your abilities work; spells are a huge example of this and that's part of the "reference material" I mentioned above. You don't have to know all the spells in the game extremely well, but if your character can cast it and/or has it prepared (meaning your character actually can cast it in a given game situation) then you should know what it does. Not having to stop and check the books every five minutes just makes everything go smoother even out of combat. Like knowing that charm person only affects humanoids and requires a wisdom saving throw, knowing what your save DC is, knowing that a charm spell is not mind control and will not make the subject do something they would typically be very opposed to doing (like attacking their allies), and that they'll realize they've been whammied with mind affecting magic once the spell ends. That should make your attempts to get by that guard go a bit smoother.
After that you can find or host a game that's just straight combat and dungeon crawls, but a lot of folks like some amount (or even a primary focus on) sstory and/or character driven roleplay. There are a lot of different styles for that and different ways to go about that. Another YouTube creator that I recommend for general advice is Ginny Di; she covers a whole bunch of things about D&D mostly not having to do specifically with crunchy rules issues, from tips on crafting characters, backstories, roleplaying ideas, DM tips, and ways to stay focused and interested at the table.
Once you're ready to look for a game, it's generally a lot easier to find one online than in person. Much like the rest of the internet it can be a bit of a crapshoot to find a group you fit well with, but the large quantity also means if you don't get lucky right off the bat there's almost definitely a good one for you still out there. These forums have an LFG (Looking For Group) section as does Roll 20, there's r/lfg on reddit, and a bunch of Discord servers out there with LFG sections if not specifically focused on getting players together. Some games you'll find are looking for experienced players but many are willing to help out newbies (or old players new to the current edition) and some DMs even host games specifically geared to teach people the game.
Good luck!
Reading the Basic Rules is the best place to start! After that, the Player's Handbook and Dungeon Master's Guide contain very helpful info for players and Dungeon Masters respectively. After that, you already know everything you need to play or DM a campaign, the other rulebooks are basically like Expansion Packs, containing some very interesting races, subclasses, creatures, and other stuff you can use to make your campaigns and characters even better
You have everything that you need. Play with the Essentials Kit, and that's enough to do you first (at least this time around) adventure up to level 13 (you have a code for getting the DoIP adventure in DDB, it will also give you a further three adventures to follow on with). You really don't need anything else until you've finished the adventure (or you decide you want to do a different adventure instead).
Once you've done that, you'll want the Player's Handbook to learn most of the rest of the rules, full character creation options, and so forth. If you're going for physical books or you're doing homebrew, you'll also need the Monster Manual. If you're saying published adventures on DDB, they automatically unlock the monsters you need when you buy the adventure, so don't bother buying it. The DMG is assumed that you have it, but you can get by without it in my experience. If you're going physical, get the core rule box set. It comes with a convenient case but also had a nicer DM screen and costs the same as the books separately.
I'd also get more dice. I find it a lot easier, especially later on, to have a lot of sets available. It's much easier as DM (and to a lesser extent, players) because you can roll multiple attacks at the same time, different colours for different attacks.
For now though, stick with the Essentials Kit. It has everything you need.
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.
I’d suggest trying to forget any old rules you might remember. No matter which edition was the last one you played, this one is going to be radically different. Many of the terms refer to the same things, but you will likely find fewer restrictions, and combat will likely be much more streamlined.
thank you all so much for your advice! this community is so welcoming, and I'm super excited to start learning and playing again!
Beginner DM & Barbarian
OkinDragonborn,
When was the last edition you played? I cam back to it from AD&D to 5th Ed
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
the last edition I played was 5e, so I guess it wasn't too long ago - but long enough to need to do some relearning! that's so cool that you've been playing for so long, I wish I'd started when I was younger
Beginner DM & Barbarian
I played a little as a teenager.
When my son became interested I encouraged it with his friends.
When he went off to college, I bought him the 5e core rulebooks after he said a group was going to give D&D a try and he was the first DM.
He stuck with it and I asked about his game and it was all good.
Shortly after he graduated, my niece asked me to help her roll a character. We rolled up a bard for her and I explained the "build" to her and how the ability scores modified her chances of doing things. Her group ended up not getting started. It looked like she would have to be DM, but had never even played.
At this point I volunteered to be DM for a family game with my son and wife, my brother, his wife, son and daughter. So I've been a 5e DM for one low key game that meets when our schedules allow. It is a great way to spend time together.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
You can never have too many dice. Anybody who says otherwise is a filthy heretic and probably eats live kittens for breakfast. I haven't actually played in person D&D for a very long time (I play online these days) but I have my clickety clackity math rocks. Including multiple sets of metal ones, because they're extra shiny.
If you don't do anything else, get an extra d20 with a different look from the original for rolling advantage/disadvantage, add in an extra 3d4, 3d6 and 3d8 for the situations that require you to roll several of these types. If you need more than this, well, just reroll a few more. One of my players rolls all their dice every time, and then looks for the one(s) they need. It looks like a serous case of clicketty-clack obsession.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
It’s great to hear some of you guys returning to the game after all these years. I started off with the TSR basic set then moved on to AD&D and then AD&D second edition. Recently returned to DM with same players after break of about 30yrs. Now fully immersed in 5e rules and loving it! Guess I must have started about 40 years ago and still get same buzz out of it now. Great community here too, happy adventures guys!!