But do I need to calculate something for the damage?
Not usually. If a creature is resistant to a type of damage, whatever the damage is gets cut in half (if you rolled a 6, it becomes 3). If the creature is vulnerable to a type of damage, it is doubled (if you rolled a 6, it becomes 12). If a creature is immune to a type of damage, it ignores the damage completely. This usually applies to things like fire, poison, radiant, etc., not so much with the bludgeoning and piercing. So if you have a melee weapon that does 1d6 slashing and an additional 1d4 poison, and you attack something with poison immunity, you only count the slashing damage.
Just because I like to be thorough, when you attack here's the process
The attacker chooses a target and method of attack (Melee, ranged, magic)
Attacker rolls a d20, and adds ability modifiers (Strength modifer for melee, Dexterity modifier for ranged, and whichever ability is designated for the magic user - this changes depending on the class of the attacker), then add proficiency bonus (+2 for a level 1 character). The attacker is trying to tie or beat the target Armor Class (AC)
So, a Fighter is attacking a goblin with his long sword. With a strength of 16, the fighter has a strength modifier of +3, and is proficient with pretty much all melee weapons, which gives him another +2. He rolls the d20 and gets a 12. His ability modifier + proficiency modifier brings that 12 up to a 17. The AC of a goblin is 15, so that counts as a hit.
Now, the fighter gets to roll damage. A longsword does 1d8 slashing, and let's say he rolls a 4. The fighter adds the same ability modifer (Strength, which is +3) to the damage roll, so that brings the 4 up to a 7. No proficiency bonus is added to the roll.
There are circumstances that may cause other bonuses or penalties, such as advantage and disadvantage, whether the target is surprised, and whether the target has cover, to name a few, but this is the general structure.
So I looked here and there in the PHB and I saw SO MANY things for character costuming tin mostly. Do I really need to read this whole stuff? I mean I am ok with reading some of it but ALL of that? If I should I will but if it's not necessary...
Proceed in small step. Read only what you need to create few level 1 characters.
So I looked here and there in the PHB and I saw SO MANY things for character costuming tin mostly. Do I really need to read this whole stuff? I mean I am ok with reading some of it but ALL of that? If I should I will but if it's not necessary...
as I said before, it can be daunting -- take it a piece at a time. Only learn what you need to to start playing, if you feel like you don't know enough about a situation read up on it after the game.
I think I will read some of the class info and then I will go for chapters from 7 to 11 and I'll read the Appendix A for the conditions. What do you guys say? Is that good for starting off?
Yes. Make sure that you understand well the combat section.
I think I will read some of the class info and then I will go for chapters from 7 to 11 and I'll read the Appendix A for the conditions. What do you guys say? Is that good for starting off?
Check out this 5e Cheat Sheet: 5e Cheat Sheet on Imgur links to the .pdf version provided on that page. It's a great quick reference during game time. I printed out several copies of the combat page for my newer players to reference.
Also filcat if I wanna make my own adventure is it necessary to go through the DMG?
You don't have to go through the DMG (although encounter building is made easier with it) but it has some heart and good tips on how to make your own adventures as well as variant rules and things to accommodate them! :)
Also filcat if I wanna make my own adventure is it necessary to go through the DMG?
It is not...mandatory, but reading through it you can get a lot of ideas. I would advice to start from the "red section", which is about creating villains, plot, NPCs.
The first part is more for world-building and can be overwhelming.
Try to start from the red section and create a small adventure from level 1 characters.
Newcomers (especially ones who have sat on the other side of the DM screen) can overcome the learning curve without ever sitting behind the DM screen. However, you can only overcome the performance curve by doing it over and over and over and over. I tend to recommend three sources on Youtube: Matt Colville, Web DM, Critical Role, and now, more recently these forums (I feel this place is gonna be a great hub as time goes on).
Along with this, I always heavily recommend new DMs (more often than not with a newcomer party) to run The Lost Mine of Phandelver. It's only $13 on Amazon (and it's prime). The first "chapter" is a really engaging tutorial-esque cave/dungeon that is great for offering a no-commitment try to new players.
Other than that, everyone will get into it somehow. Just do you.
Leave the gun. Take the cannoli.
x = number of dice you roll; y=sides on the die, generally 4, 6, 8, 10, 12, 20; z is a flat number added (not always present).
How do you get a one-armed goblin out of a tree?
Wave!
Just because I like to be thorough, when you attack here's the process
The attacker chooses a target and method of attack (Melee, ranged, magic)
Attacker rolls a d20, and adds ability modifiers (Strength modifer for melee, Dexterity modifier for ranged, and whichever ability is designated for the magic user - this changes depending on the class of the attacker), then add proficiency bonus (+2 for a level 1 character). The attacker is trying to tie or beat the target Armor Class (AC)
So, a Fighter is attacking a goblin with his long sword. With a strength of 16, the fighter has a strength modifier of +3, and is proficient with pretty much all melee weapons, which gives him another +2. He rolls the d20 and gets a 12. His ability modifier + proficiency modifier brings that 12 up to a 17. The AC of a goblin is 15, so that counts as a hit.
Now, the fighter gets to roll damage. A longsword does 1d8 slashing, and let's say he rolls a 4. The fighter adds the same ability modifer (Strength, which is +3) to the damage roll, so that brings the 4 up to a 7. No proficiency bonus is added to the roll.
There are circumstances that may cause other bonuses or penalties, such as advantage and disadvantage, whether the target is surprised, and whether the target has cover, to name a few, but this is the general structure.
Leave the gun. Take the cannoli.
How do you get a one-armed goblin out of a tree?
Wave!
Anyone, I mean anyone, can be a DM.
Newcomers (especially ones who have sat on the other side of the DM screen) can overcome the learning curve without ever sitting behind the DM screen. However, you can only overcome the performance curve by doing it over and over and over and over. I tend to recommend three sources on Youtube: Matt Colville, Web DM, Critical Role, and now, more recently these forums (I feel this place is gonna be a great hub as time goes on).
Along with this, I always heavily recommend new DMs (more often than not with a newcomer party) to run The Lost Mine of Phandelver. It's only $13 on Amazon (and it's prime). The first "chapter" is a really engaging tutorial-esque cave/dungeon that is great for offering a no-commitment try to new players.
Other than that, everyone will get into it somehow. Just do you.
https://olddungeonmaster.wordpress.com/2016/02/06/dd-5e-combat-reference-sheet/ is super helpful to print and give to your players, for a quick "what can i do in combat" guide.
How do you get a one-armed goblin out of a tree?
Wave!