I've never played before. My nephew has set up a game. 2 newbee's and 3 regular players. I am a Druid level 3. They said I had great rolls when I created my character. Any beginning advice?
Learn the basics of the rules; play with an open mind; no need to be shy or insecure - if you have a thought or an idea, roll with it. The DM will set boundaries if they think it's necessary. In a nutshell: you're there to play, so play - don't hold back, and have fun.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
D&D isn't like video games or board games. You can do just about anything - within a certain rule set. If you want your PC (Player Character) to do something, try it.
Just keep in mind that while doing silly things might seem fun, doing dumb things can get you killed =)
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
When you speak, speak in the first person. If you want your character to do something, don't say, "My character does this..." Instead say, "I do this..." It will help you to get into the habit of thinking and feeling and reacting as your character.
On a related note, when your character is talking with the other characters, call them by the character names, not by the names of the players. Say something like, "I reach out and cast Cure Wounds on Tarklass to give him the strength to keep fighting." Don't say, "I cast Cure Wounds on Josh's fighter." That's boring.
You don't need to do a special voice for your character, but it helps. But don't go overboard with an accent that could be considered stereotypical or derisive. Instead you can just do a very slight little something just to help the other people at the table distinguish the difference between when you're saying something as you the player, and when you're saying something as your character.
Don't try to be the lead character in every scene. Five players is a really good size group, and everybody likes to have their own little time in the spotlight. When it's your turn in the spotlight, enjoy it. But when someone else is the focus of a scene, let them have it. Be there, listen, pay attention, support them, but let them have their moment. In D&D there are no "Main Characters" and "Extras". The ensemble is the key.
Decide what you want to do before your turn comes around. This is especially important in combat when things get really stressful and you have to think and act in six-second increments. If you just sit there waiting for your turn and then think, "Hmmm... what should I do now?" then you'll be slowing down flow of the game. When the other characters are taking their turns you need to be deciding what you'll do when your turn comes around, so when it's your turn you'll be ready and the game can keep flowing smoothly.
Know what your spells and abilities do! Read your character sheet. Read the Players Handbook. Know what you can do. If you have questions... ask! But, following up on that....
"You can certainly try!" Maybe you're in a situation and there isn't really a written rule that covers it. Like maybe you're riding your horse down a road and you see the bad guy riding a horse toward you at full gallop and you think it'd be sweet to try to jump off your horse as he passes and to tackle him off of his horse. Totally bad@ss move! So there may not be a specific rule for that specific thing, so just describe it to the DM and hopefully your DM will just have you make some kind of roll (in this case probably Athletics) and use the "Rule of Cool" to decide whether or not you succeeded.
Don't be a murderhobo. A murderhobo is someone who only has one way of solving any problem and that is to kill everyone in the room. You want to buy a potion at the potion shop but you don't have enough gold. A sensible player would maybe ask his pals for a loan, or maybe try to barter some stuff he has but doesn't need. A murderhobo would just kill the shopkeeper and take the potion. Don't be a murderhobo.
As a druid you'll be able to Shapeshift into certain animals. Make a list of the common animals you will be Shapeshifting into and have their stat blocks handy. Your DM will be able to provide those stat blocks for you. That's the animal's armor class, hit points, attack bonuses, damage dice, saving throws, etc. Maybe keep each one on a separate index card if you're feeling old school. And again - learn what they can do so when it's your turn you'll know what to do.
Don't be afraid to emote! D&D is not a board game. It's not a video game. D&D is improvisational theater. Don't be afraid to stand up, move around, talk with your hands, laugh, cry, get angry, yell, cry, etc. You're an actor. Act the part.
Snacks. Always have snacks handy. Especially water or a not-to-sugary drink. There will be a lot of talking (probably) and you'll want to keep your voice working comfortably.
If something in the game really really bothers you - like really strikes a chord on a deep personal emotional level - say something and take a moment to step away from the game. For example, maybe your group enters a town that the bad guys have just attacked and the DM says you see the bodies of families and children laying dead in the road. And maybe in your real life you know a young person who died recently, and maybe that scene starts to hit a little too close to home for you - say something! It's okay to stop the game and take a moment. Your health (physical and emotional) is more important than a game.
Take notes. Each group should have at least one dedicated note taker. Don't try to write down a full detailed narrative of everything you do everywhere you go. That's impossible. But if you visit a tavern in a certain town, write down the name of the tavern and where it is. If an NPC says you need to seek out a certain person in a certain place - write that sh!t down! Don't rely on the DM to keep giving you the same information over and over. Take the responsibility. It will pay off in the long run.
And there's just one more thing... and this is the most important part... so pay close attention....
Also keep in mind that there are a lot of styles in which D&D can be played. Some like to play it like a hack and slash video game where the main focus is just rolling dice for combat and describing the creative ways the characters smash things and dismember monsters then gather loot. Other games focus on telling a story based on playing out the personalities of the players' characters and interacting with NPCs (Non-Player Characters, who are all controlled and narrated by the Dungeon Master [DM]). Most games are somewhere in between, but if you go into the experience expecting one extreme and gett the other you're probably going to at least have difficulty settling into a mindset to enjoy it so I recommend asking what kind game to expect before getting started.
Otherwise D&D is basically a rules structure for collective storytelling, much like children playing make believe, with the DM acting as the referee and traffic controller.
I've never played before. My nephew has set up a game. 2 newbee's and 3 regular players. I am a Druid level 3. They said I had great rolls when I created my character. Any beginning advice?
Learn the basics of the rules; play with an open mind; no need to be shy or insecure - if you have a thought or an idea, roll with it. The DM will set boundaries if they think it's necessary. In a nutshell: you're there to play, so play - don't hold back, and have fun.
Want to start playing but don't have anyone to play with? You can try these options: [link].
Thank You 😊
D&D isn't like video games or board games. You can do just about anything - within a certain rule set. If you want your PC (Player Character) to do something, try it.
Just keep in mind that while doing silly things might seem fun, doing dumb things can get you killed =)
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Silly not dumb. Got it, Thanks! 😋
When you speak, speak in the first person. If you want your character to do something, don't say, "My character does this..." Instead say, "I do this..." It will help you to get into the habit of thinking and feeling and reacting as your character.
On a related note, when your character is talking with the other characters, call them by the character names, not by the names of the players. Say something like, "I reach out and cast Cure Wounds on Tarklass to give him the strength to keep fighting." Don't say, "I cast Cure Wounds on Josh's fighter." That's boring.
You don't need to do a special voice for your character, but it helps. But don't go overboard with an accent that could be considered stereotypical or derisive. Instead you can just do a very slight little something just to help the other people at the table distinguish the difference between when you're saying something as you the player, and when you're saying something as your character.
Don't try to be the lead character in every scene. Five players is a really good size group, and everybody likes to have their own little time in the spotlight. When it's your turn in the spotlight, enjoy it. But when someone else is the focus of a scene, let them have it. Be there, listen, pay attention, support them, but let them have their moment. In D&D there are no "Main Characters" and "Extras". The ensemble is the key.
Decide what you want to do before your turn comes around. This is especially important in combat when things get really stressful and you have to think and act in six-second increments. If you just sit there waiting for your turn and then think, "Hmmm... what should I do now?" then you'll be slowing down flow of the game. When the other characters are taking their turns you need to be deciding what you'll do when your turn comes around, so when it's your turn you'll be ready and the game can keep flowing smoothly.
Know what your spells and abilities do! Read your character sheet. Read the Players Handbook. Know what you can do. If you have questions... ask! But, following up on that....
"You can certainly try!" Maybe you're in a situation and there isn't really a written rule that covers it. Like maybe you're riding your horse down a road and you see the bad guy riding a horse toward you at full gallop and you think it'd be sweet to try to jump off your horse as he passes and to tackle him off of his horse. Totally bad@ss move! So there may not be a specific rule for that specific thing, so just describe it to the DM and hopefully your DM will just have you make some kind of roll (in this case probably Athletics) and use the "Rule of Cool" to decide whether or not you succeeded.
Don't be a murderhobo. A murderhobo is someone who only has one way of solving any problem and that is to kill everyone in the room. You want to buy a potion at the potion shop but you don't have enough gold. A sensible player would maybe ask his pals for a loan, or maybe try to barter some stuff he has but doesn't need. A murderhobo would just kill the shopkeeper and take the potion. Don't be a murderhobo.
As a druid you'll be able to Shapeshift into certain animals. Make a list of the common animals you will be Shapeshifting into and have their stat blocks handy. Your DM will be able to provide those stat blocks for you. That's the animal's armor class, hit points, attack bonuses, damage dice, saving throws, etc. Maybe keep each one on a separate index card if you're feeling old school. And again - learn what they can do so when it's your turn you'll know what to do.
Don't be afraid to emote! D&D is not a board game. It's not a video game. D&D is improvisational theater. Don't be afraid to stand up, move around, talk with your hands, laugh, cry, get angry, yell, cry, etc. You're an actor. Act the part.
Snacks. Always have snacks handy. Especially water or a not-to-sugary drink. There will be a lot of talking (probably) and you'll want to keep your voice working comfortably.
If something in the game really really bothers you - like really strikes a chord on a deep personal emotional level - say something and take a moment to step away from the game. For example, maybe your group enters a town that the bad guys have just attacked and the DM says you see the bodies of families and children laying dead in the road. And maybe in your real life you know a young person who died recently, and maybe that scene starts to hit a little too close to home for you - say something! It's okay to stop the game and take a moment. Your health (physical and emotional) is more important than a game.
Take notes. Each group should have at least one dedicated note taker. Don't try to write down a full detailed narrative of everything you do everywhere you go. That's impossible. But if you visit a tavern in a certain town, write down the name of the tavern and where it is. If an NPC says you need to seek out a certain person in a certain place - write that sh!t down! Don't rely on the DM to keep giving you the same information over and over. Take the responsibility. It will pay off in the long run.
And there's just one more thing... and this is the most important part... so pay close attention....
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.
Also keep in mind that there are a lot of styles in which D&D can be played. Some like to play it like a hack and slash video game where the main focus is just rolling dice for combat and describing the creative ways the characters smash things and dismember monsters then gather loot. Other games focus on telling a story based on playing out the personalities of the players' characters and interacting with NPCs (Non-Player Characters, who are all controlled and narrated by the Dungeon Master [DM]). Most games are somewhere in between, but if you go into the experience expecting one extreme and gett the other you're probably going to at least have difficulty settling into a mindset to enjoy it so I recommend asking what kind game to expect before getting started.
Otherwise D&D is basically a rules structure for collective storytelling, much like children playing make believe, with the DM acting as the referee and traffic controller.