I've been a fan from afar for the last couple years and am finally hoping to get my feet wet. I've been very fascinated by the D&D world but too intimidated to join a group. I have a basic understanding of rules and gameplay and even took a stab at creating a character.
I have a ton of questions but I'll keep this brief and try to keep my thoughts organized..
I love the idea of role playing but also find it intimidating. As a beginner, are you expected to dive right in 110%? Is it ok to take a bit of a backseat and play along in a smaller role, while learning the ins and outs?
What are some mistakes you made when you first started and how could you have avoided them?
What were some positive experiences that stood out? How did other players help you figure things out?
And finally, is it worth buying and starter guides? If so, which?
You definetely could mostly let your group do the role playing and watch, you should definitely read the players handbook and learn the ins and outs of combat, maybe buy a mini or two and try painting. There’s a lot to this hobby and you should try a little bit of it all!
You don't need to purchase anything as a new player (especially a starter guide). Just read the basic rules and you'll be fine. You'll only want more if you're a DM. The other player options are fun but they can wait a bit.
Know your character abilities and how/when to use them. The DM can help you but it's not their job to remember all your stuff. Don't stress about the RP aspect. Just watch what everyone else does at your table. It becomes natural real quick. Ask questions during session 0 so you know what you're getting into, and let everyone know you're new to the game.
My biggest pitfall was making a character and getting excited to play them only to join a game where that character/race combo was not an option. It's fine to make a bunch of characters, but just know that the DM might have setting restrictions or other players may have joined first with a similar idea. Just be ready to switch things up. 2nd pitfall, not leaving a game soon enough when it became unfun. Sometimes you just don't enjoy the company of the people you're playing with. It's ok to step away.
Most DMs and experienced players are happy to help new people. Don't be afraid to ask questions if you're unsure about something.
2. Encourage your fellow players…laugh when they do something funny; gasp when something shocking happens. Everyone likes to be acknowledged; and they’ll do the same for you when it’s your turn.
3. It helps to know your class…Fighter, Barbarian, Rogue or Warlock are good for beginners. Fighter & Barbarian are martial characters who are simple enough to understand: they hit things, and can take a hit. Rogues offer a nice gift basket of tricks…and Warlocks are good if you like magic; but don’t want it to get TOO complicated…cast a big spell or two; and zap everything else with Eldritch Blast.
4. Don’t be afraid to ask a question about a rule…asking “What can I do?” or “What should I do?” for each turn will ensure that you will slowly get the rules as time goes on.
And trust me; everyone at the table will have an opinion. ; )
The key things a new player needs to know is how to read a character sheet, that you need to describe your actions I.e I sneak up to the door and pesk through the bars your dm will ask a roll from you(in this case stealth) you Roll and add the skill modifier for your bonus so if your roll is 10 and your mod is 2 you say 12
You need to know the combat basics so you are asked to.roll initiative let's say 8n your group the highest roll is.12 and the lowest is 2 the 12 goes first the 2 goes last
You get to move up to your moment speed and take 1 action which is usually an attack or a spell
Let's assume you attack you say I attack with my dagger you roll 1 d20 if your roll is above the ac of the target you get q hit the youroll attack dice and add bonuses to see how much dammage you do
All basic rules are free in a pdf I'd you do not wish to buy a players rule book
You may or may not want to roleplay but some dms encourage rp and some focus on combat more
Lots of great advice already. Having fun is paramount, enjoy yourself. SO far as being out front and active in the RP, take that at your own pace. Personally, I find playing a character who follows my own moral beliefs is a lot easier to "RP" as I don't need to think much of "What would he do if...." because he'd do what I would do, if I had his assortment of tricks. Letting the others at the table take the lead is fine if you're ok with being more a follower, and to start off, it's not a bad idea. You get to witness first hand how everything goes, and you can be as involved or idle as YOU see fit.
I'd suggest being open with the group that you're new and eager to learn. Be open to criticism (within reason) if you overstep, or mis step at times. A good group will point out where you slipped up, often with a little laugh and you all move on (and you learn something new, or clarify whatever it was you erred on) Asking "Can I do X?" is not a bad idea, as you learn what your character can and can't offer in each situation. Knowing what you can do (Thieves' Tools for lockpicking or traps, Proficient in Athletics and a high Str, for climbing or swimming challenges, and so on) and stepping up when "your role is needed is always good as well.
For efficiency sake, the advice to "know your character sheet" is also very good. Know where the numbers and stats are, so you can quickly find the modifiers, and it will help speed things along. Not knowing what to roll is fine, someone will tell you. Knowing where that something is on the sheet and hitting the roll quickly will help keep the flow of whatever part of the tale is unfolding at that time. And again......have fun!
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Beginner expectations: Most people will be understanding when you say that you're a new player, and will let you ease yourself in at your own pace. Also keep in mind that not all groups are heavy roleplayers. Some groups are here for tactical combat, some are just hanging out and making memes with friends, and some are here just to watch the DM's plans fall apart when somebody thinks outside the box.
First timer mistakes I made: I made my first character too simple. He was a big dumb fighter that felt like he had nothing to do outside of combat.
So, my suggestion for your first character: Design your first character to have things to do. If they use magic, make sure to grab some utility options among your cantrips and spells. If they're a weapon user, put one of their mental stats at 12+ and take proficiency in skills that use that stat. Give yourself more skills to choose from, with a race like Half-elf, or classes like rogue or bard. You're not going to be the best at anything, but this will ensure you at least have some way to help in a variety of tasks.
Paladins and Clerics are good "sampler platter" classes that can let you explore multiple roles and mechanics at once.
Early positive experience: Being highly useful in combat via an alternative strategy. I thought of my paladin as a heavy hitter in melee. But in a large battle, what ended up being most important was that he distracted some enemies by casting Command ("Betray") on one to cause infighting, and then drew their fire away from the rest of his party and just dodging for a few rounds.
Is it worth buying stuff? As a player, you don't really need much beyond your dice and character sheet. I'd at least wait until you're a few sessions in, to know that you like it. As a player, you'd probably want to stick to the player option books, starting with the Player's Handbook, and then get expansions as they interest you. Tasha's, Xanathar's, and Monsters of the Multiverse are the big ones.
First timer mistakes I made: I made my first character too simple. He was a big dumb fighter that felt like he had nothing to do outside of combat.
So, my suggestion for your first character: Design your first character to have things to do. If they use magic, make sure to grab some utility options among your cantrips and spells. If they're a weapon user, put one of their mental stats at 12+ and take proficiency in skills that use that stat. Give yourself more skills to choose from, with a race like Half-elf, or classes like rogue or bard. You're not going to be the best at anything, but this will ensure you at least have some way to help in a variety of tasks.
Related to this, even if you're not heavily role-playing, the need to have things to do applies to the role-play arena as well. You should be able to have an answer to some of the basic questions:
Why is my character doing this, instead of anything safe?
Why is my character working with these people?
What does my character want out of life, in the general sense?
None of them are a heavy lift in role-playing, but they let you avoid some of the common failure modes for a character.
#2 is important, and best answered working with the other players. Without answers to it, you often get stuck in a weird situation where the characters have no reason to stick together, but they do because you're playing D&D.
I love the idea of role playing but also find it intimidating. As a beginner, are you expected to dive right in 110%? Is it ok to take a bit of a backseat and play along in a smaller role, while learning the ins and outs?
Roleplaying is largely party and GM dependent, and roleplay means different things to different people. Some groups have a lot of roleplay, some have minimal. For some, roleplaying involves using fun voices; others roleplay by describing their action in great detail; and still for others, roleplaying is about making interesting and meaningful choices. There are many different ways to roleplay.
Some like to be the face of the party and get lots of attention, some like to sit back and watch others roleplay, and some fall somewhere in between.
What are some mistakes you made when you first started and how could you have avoided them?
I started out as a GM, and I am still mostly a GM.
Biggest mistake for me was giving my players too many options. Since we were all new, we took forever to start playing since my players spent a lot of time reading about all the subclasses during session zeroes. We had three session zeroes before we started playing. In the future, if I am going to introduce new players to D&D, they will only have access to the BR/SRD and EEPC by default, but I will allow additional options if there is something they already know about and want. As long as they have done their research before hand outside of session zero, I do not mind allowing additional options.
What were some positive experiences that stood out? How did other players help you figure things out?
Making mistakes is fun and exciting. I accidentally wiped my party, and I had to give them plot armor and have some commoners drag the party back to safety and beat back some goblins.
I started as a GM, and when I tried being a player, I realized I enjoy being a GM more. As a player, I only get to play one character, my creativity for that character is restricted, and I get a little too attached and feel a little helpless. As a GM, I can play as many characters as I want, my creativity is not restricted, and I can bend the plot to my will and ignore dice rolls as I see fit.
And finally, is it worth buying and starter guides? If so, which?
Do not buy anything if you are new. BR/SRD and EEPC provide more than enough options. Once you have a campaign or two under your belt, then consider if you enjoy the hobby enough to warrant spending money on it. As a player, the PHB would be the first to buy; second would be XGTE or TCOE for subclasses; third and subsequent books would be XGTE, TCOE, SCAG (for racial feats), and/or MP:MOTM (and maybe VGTM and MTOF if you prefer the legacy versions). Depending on the GM and campaign, you can consider getting setting books too, but those are more niche and GM oriented.
I've been a fan from afar for the last couple years and am finally hoping to get my feet wet. I've been very fascinated by the D&D world but too intimidated to join a group. I have a basic understanding of rules and gameplay and even took a stab at creating a character.
I have a ton of questions but I'll keep this brief and try to keep my thoughts organized..
I love the idea of role playing but also find it intimidating. As a beginner, are you expected to dive right in 110%? Is it ok to take a bit of a backseat and play along in a smaller role, while learning the ins and outs?
What are some mistakes you made when you first started and how could you have avoided them?
What were some positive experiences that stood out? How did other players help you figure things out?
And finally, is it worth buying and starter guides? If so, which?
Any tips or tricks would help!
OK, as a new player, there are several crucial things to do:
1. Read the PHB cover to cover. Learn the rules. That makes your life at the table, as well as everyone else's easier.
2. KISS principle. Your first PC char should be a simple one, as you grasp how the mechanics of the game work. You don't need a complicated char to deal with as you learn the game.
3. Backstories are a luxury, even totally useless at some table (like mine). You will have a ton on your plate at the beginning without dealing with being a fan fiction writer.
This is all bad advice when stated as an absolute.
1. You do not need to read the PHB cover to cover. I expect most players never even open it. Most D&D groups are pretty accepting of new players and are willing to teach players how to play the game. If you learn best from reading rules, by all means give the PHB a shot; but if that is not your cup of tea, and you would rather or better learn from experience, your group should be willing to accommodate you. If they are not, they’re probably not worth playing with.
2. I have seen plenty of new players play extremely complex classes. It has never been a problem - it might be slightly harder to learn, but it is not impossible. Between other players being willing to help new players and the fact the levelling system starts relatively small and increases complexity parallel to your player experience, it really is not that hard to jump into anything. Play what you want to play and what you feel comfortable playing. If that is something simple, great! If you want to play something more complex, like a spellcaster? Also great—don’t be afraid of playing something because someone on the internet tried to tell you not to.
3. Again, do what you want and do what works for you. For some new players, a backstory can be overwhelming; for others, it can help you conceptualise the character and better step into their shoes, making it actually easier to start playing. Your individual group is also something to consider - some groups are roleplay heavy, so coming up with “who is this character as a person?” can be just as (if not more) important than the mechanics. For others, they just want to run out and slay monsters, so a backstory probably will not be used much. Figure out what works for your game experience and do that, rather than listen to a person who writes off what many find a major aspect of the game as “fan fiction.”
There's a ton to digest and sort here, all excellent suggestions!
Mine is to talk to your Dungeon Master about the kinds of characters that fit best into their campaign. Then you can let your imagination run wild based on what they share. This will let the DM guide you into a successful first character.
As far as rules go, you don't need to know it all. The most important thing you need to know at the table is the answer to this question: "Given what I currently know about the situation at hand, what would my character do?"
If you can do that, you'll shine as a new player. The DM and other players will help with the rules - knowing what you want the character to do without over thinking it is a great way to start. You'll learn the rules by seeing them in action, reading them on your own, and using resources like the community.
Once you settle in a little, start to deliberately read and understand your characters' class, abilities, etc.
As far as roleplay goes, it is intimidating at first but you'll be fine if you look to the other players for inspiration. What do they do? How much do they dig into the roleplay? Watch, listen, stick a toe in the water, and then just slowly participate as much as your growing confidence allows.
Work with your DM when creating a character - they might also be the one who help you with the stuff your PC can do while playing.
Have a bit of a backstory, think about the things you would tell a stranger about you, if they'd ask "And what's up with you, friend?". You can flesh out the rest at a later point.
Interact. Don't be afraid to ask about things your PC comes across, or to share a few of your ideas how to progress. But no need to go all in, you'll get a feeling for it.
Don't hog the plot with your PC, support and let other players/PCs have their 15 minutes of fame.
Don't forget it is just a game. (A cooperative game at that, the DM is not your enemy, they're the narrator.) But failing a task in D&D is not the end of the real world.
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Hi everyone,
I've been a fan from afar for the last couple years and am finally hoping to get my feet wet. I've been very fascinated by the D&D world but too intimidated to join a group. I have a basic understanding of rules and gameplay and even took a stab at creating a character.
I have a ton of questions but I'll keep this brief and try to keep my thoughts organized..
I love the idea of role playing but also find it intimidating. As a beginner, are you expected to dive right in 110%? Is it ok to take a bit of a backseat and play along in a smaller role, while learning the ins and outs?
What are some mistakes you made when you first started and how could you have avoided them?
What were some positive experiences that stood out? How did other players help you figure things out?
And finally, is it worth buying and starter guides? If so, which?
Any tips or tricks would help!
You definetely could mostly let your group do the role playing and watch, you should definitely read the players handbook and learn the ins and outs of combat, maybe buy a mini or two and try painting. There’s a lot to this hobby and you should try a little bit of it all!
Some of my players still don’t like to role play in the first person. Try third person for a while until you get the hang of it.
You don't need to purchase anything as a new player (especially a starter guide). Just read the basic rules and you'll be fine. You'll only want more if you're a DM. The other player options are fun but they can wait a bit.
Know your character abilities and how/when to use them. The DM can help you but it's not their job to remember all your stuff. Don't stress about the RP aspect. Just watch what everyone else does at your table. It becomes natural real quick. Ask questions during session 0 so you know what you're getting into, and let everyone know you're new to the game.
My biggest pitfall was making a character and getting excited to play them only to join a game where that character/race combo was not an option. It's fine to make a bunch of characters, but just know that the DM might have setting restrictions or other players may have joined first with a similar idea. Just be ready to switch things up. 2nd pitfall, not leaving a game soon enough when it became unfun. Sometimes you just don't enjoy the company of the people you're playing with. It's ok to step away.
Most DMs and experienced players are happy to help new people. Don't be afraid to ask questions if you're unsure about something.
1. Have fun!
2. Encourage your fellow players…laugh when they do something funny; gasp when something shocking happens. Everyone likes to be acknowledged; and they’ll do the same for you when it’s your turn.
3. It helps to know your class…Fighter, Barbarian, Rogue or Warlock are good for beginners. Fighter & Barbarian are martial characters who are simple enough to understand: they hit things, and can take a hit. Rogues offer a nice gift basket of tricks…and Warlocks are good if you like magic; but don’t want it to get TOO complicated…cast a big spell or two; and zap everything else with Eldritch Blast.
4. Don’t be afraid to ask a question about a rule…asking “What can I do?” or “What should I do?” for each turn will ensure that you will slowly get the rules as time goes on.
And trust me; everyone at the table will have an opinion. ; )
The key things a new player needs to know is how to read a character sheet, that you need to describe your actions I.e I sneak up to the door and pesk through the bars your dm will ask a roll from you(in this case stealth) you Roll and add the skill modifier for your bonus so if your roll is 10 and your mod is 2 you say 12
You need to know the combat basics so you are asked to.roll initiative let's say 8n your group the highest roll is.12 and the lowest is 2 the 12 goes first the 2 goes last
You get to move up to your moment speed and take 1 action which is usually an attack or a spell
Let's assume you attack you say I attack with my dagger you roll 1 d20 if your roll is above the ac of the target you get q hit the youroll attack dice and add bonuses to see how much dammage you do
All basic rules are free in a pdf I'd you do not wish to buy a players rule book
You may or may not want to roleplay but some dms encourage rp and some focus on combat more
Lots of great advice already. Having fun is paramount, enjoy yourself. SO far as being out front and active in the RP, take that at your own pace. Personally, I find playing a character who follows my own moral beliefs is a lot easier to "RP" as I don't need to think much of "What would he do if...." because he'd do what I would do, if I had his assortment of tricks. Letting the others at the table take the lead is fine if you're ok with being more a follower, and to start off, it's not a bad idea. You get to witness first hand how everything goes, and you can be as involved or idle as YOU see fit.
I'd suggest being open with the group that you're new and eager to learn. Be open to criticism (within reason) if you overstep, or mis step at times. A good group will point out where you slipped up, often with a little laugh and you all move on (and you learn something new, or clarify whatever it was you erred on) Asking "Can I do X?" is not a bad idea, as you learn what your character can and can't offer in each situation. Knowing what you can do (Thieves' Tools for lockpicking or traps, Proficient in Athletics and a high Str, for climbing or swimming challenges, and so on) and stepping up when "your role is needed is always good as well.
For efficiency sake, the advice to "know your character sheet" is also very good. Know where the numbers and stats are, so you can quickly find the modifiers, and it will help speed things along. Not knowing what to roll is fine, someone will tell you. Knowing where that something is on the sheet and hitting the roll quickly will help keep the flow of whatever part of the tale is unfolding at that time. And again......have fun!
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Alright, a few things to discuss, here we go:
Beginner expectations:
Most people will be understanding when you say that you're a new player, and will let you ease yourself in at your own pace. Also keep in mind that not all groups are heavy roleplayers. Some groups are here for tactical combat, some are just hanging out and making memes with friends, and some are here just to watch the DM's plans fall apart when somebody thinks outside the box.
First timer mistakes I made:
I made my first character too simple. He was a big dumb fighter that felt like he had nothing to do outside of combat.
So, my suggestion for your first character: Design your first character to have things to do. If they use magic, make sure to grab some utility options among your cantrips and spells. If they're a weapon user, put one of their mental stats at 12+ and take proficiency in skills that use that stat. Give yourself more skills to choose from, with a race like Half-elf, or classes like rogue or bard. You're not going to be the best at anything, but this will ensure you at least have some way to help in a variety of tasks.
Paladins and Clerics are good "sampler platter" classes that can let you explore multiple roles and mechanics at once.
Early positive experience:
Being highly useful in combat via an alternative strategy. I thought of my paladin as a heavy hitter in melee. But in a large battle, what ended up being most important was that he distracted some enemies by casting Command ("Betray") on one to cause infighting, and then drew their fire away from the rest of his party and just dodging for a few rounds.
Is it worth buying stuff?
As a player, you don't really need much beyond your dice and character sheet. I'd at least wait until you're a few sessions in, to know that you like it. As a player, you'd probably want to stick to the player option books, starting with the Player's Handbook, and then get expansions as they interest you. Tasha's, Xanathar's, and Monsters of the Multiverse are the big ones.
Related to this, even if you're not heavily role-playing, the need to have things to do applies to the role-play arena as well. You should be able to have an answer to some of the basic questions:
None of them are a heavy lift in role-playing, but they let you avoid some of the common failure modes for a character.
#2 is important, and best answered working with the other players. Without answers to it, you often get stuck in a weird situation where the characters have no reason to stick together, but they do because you're playing D&D.
Roleplaying is largely party and GM dependent, and roleplay means different things to different people. Some groups have a lot of roleplay, some have minimal. For some, roleplaying involves using fun voices; others roleplay by describing their action in great detail; and still for others, roleplaying is about making interesting and meaningful choices. There are many different ways to roleplay.
Some like to be the face of the party and get lots of attention, some like to sit back and watch others roleplay, and some fall somewhere in between.
I started out as a GM, and I am still mostly a GM.
Biggest mistake for me was giving my players too many options. Since we were all new, we took forever to start playing since my players spent a lot of time reading about all the subclasses during session zeroes. We had three session zeroes before we started playing. In the future, if I am going to introduce new players to D&D, they will only have access to the BR/SRD and EEPC by default, but I will allow additional options if there is something they already know about and want. As long as they have done their research before hand outside of session zero, I do not mind allowing additional options.
Making mistakes is fun and exciting. I accidentally wiped my party, and I had to give them plot armor and have some commoners drag the party back to safety and beat back some goblins.
I started as a GM, and when I tried being a player, I realized I enjoy being a GM more. As a player, I only get to play one character, my creativity for that character is restricted, and I get a little too attached and feel a little helpless. As a GM, I can play as many characters as I want, my creativity is not restricted, and I can bend the plot to my will and ignore dice rolls as I see fit.
Do not buy anything if you are new. BR/SRD and EEPC provide more than enough options. Once you have a campaign or two under your belt, then consider if you enjoy the hobby enough to warrant spending money on it. As a player, the PHB would be the first to buy; second would be XGTE or TCOE for subclasses; third and subsequent books would be XGTE, TCOE, SCAG (for racial feats), and/or MP:MOTM (and maybe VGTM and MTOF if you prefer the legacy versions). Depending on the GM and campaign, you can consider getting setting books too, but those are more niche and GM oriented.
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This is all bad advice when stated as an absolute.
1. You do not need to read the PHB cover to cover. I expect most players never even open it. Most D&D groups are pretty accepting of new players and are willing to teach players how to play the game. If you learn best from reading rules, by all means give the PHB a shot; but if that is not your cup of tea, and you would rather or better learn from experience, your group should be willing to accommodate you. If they are not, they’re probably not worth playing with.
2. I have seen plenty of new players play extremely complex classes. It has never been a problem - it might be slightly harder to learn, but it is not impossible. Between other players being willing to help new players and the fact the levelling system starts relatively small and increases complexity parallel to your player experience, it really is not that hard to jump into anything. Play what you want to play and what you feel comfortable playing. If that is something simple, great! If you want to play something more complex, like a spellcaster? Also great—don’t be afraid of playing something because someone on the internet tried to tell you not to.
3. Again, do what you want and do what works for you. For some new players, a backstory can be overwhelming; for others, it can help you conceptualise the character and better step into their shoes, making it actually easier to start playing. Your individual group is also something to consider - some groups are roleplay heavy, so coming up with “who is this character as a person?” can be just as (if not more) important than the mechanics. For others, they just want to run out and slay monsters, so a backstory probably will not be used much. Figure out what works for your game experience and do that, rather than listen to a person who writes off what many find a major aspect of the game as “fan fiction.”
There's a ton to digest and sort here, all excellent suggestions!
Mine is to talk to your Dungeon Master about the kinds of characters that fit best into their campaign. Then you can let your imagination run wild based on what they share. This will let the DM guide you into a successful first character.
As far as rules go, you don't need to know it all. The most important thing you need to know at the table is the answer to this question: "Given what I currently know about the situation at hand, what would my character do?"
If you can do that, you'll shine as a new player. The DM and other players will help with the rules - knowing what you want the character to do without over thinking it is a great way to start. You'll learn the rules by seeing them in action, reading them on your own, and using resources like the community.
Once you settle in a little, start to deliberately read and understand your characters' class, abilities, etc.
As far as roleplay goes, it is intimidating at first but you'll be fine if you look to the other players for inspiration. What do they do? How much do they dig into the roleplay? Watch, listen, stick a toe in the water, and then just slowly participate as much as your growing confidence allows.