Thats a very open question, perhaps you can add a little more context. Do you have a group yet?, are they people you know or strangers?, What do you want to get out of the game?, Is that vision aligned with you're group?
I like that you've found the Kobold, They're my personal favorite rogue. an amazing team player who can really do ALOT of damage.
Sorry. I should of put more information. I do have a group. Some are family and a few friends.
I guess the most important thing to get out of playing d&d is to have a fun time. A lot of us are still learning the game so we have been just practicing different scenarios out and trying to figure out what works best with everyone.
Some rules I run by are: ( and these are of course opinionated )
If the DM makes a ruling it's fine to offer an opinion, but don't let it become an game stalling debate. Once the game has finished check you're facts, If the DM is wrong let them know and they can decide If they want to house rule something.
The game is pretty well balanced, If you feel the need to house-rule or restrict something you're probably misreading a rule.
Magic Items are special, and effect the balance massively, keep them rare and special to start. If you check the DMG's suggested starting equipment for various levels you can see that even high level characters don't have many. Once you're all experienced you can generally throw this rule out the window.
The rules are there to ensure a fun game for everyone: Follow them.
The fiction is there to give you a basis for you're own adventures, and to promote you're creativity: If you like a class, but not the fiction then change it to fit you're tastes. If you're class can take a weapon that's not quite the right look or shape, re-skin it while preserving the rules.
I've been working on a warlock concept that closely follows a shard bearer from Brandon Sanderson's Storm-light archive. I also played an elderly lady who rode about on a mechanical spider, sipping tea and kicking ass. A very important Caveat here is to fit with the tone of the world you're in, and to respect the DM's opinions on this matter.
Some rules I run by are: ( and these are of course opinionated )
If the DM makes a ruling it's fine to offer an opinion, but don't let it become an game stalling debate. Once the game has finished check you're facts, If the DM is wrong let them know and they can decide If they want to house rule something.
The game is pretty well balanced, If you feel the need to house-rule or restrict something you're probably misreading a rule.
Magic Items are special, and effect the balance massively, keep them rare and special to start. If you check the DMG's suggested starting equipment for various levels you can see that even high level characters don't have many. Once you're all experienced you can generally throw this rule out the window.
The rules are there to ensure a fun game for everyone: Follow them.
The fiction is there to give you a basis for you're own adventures, and to promote you're creativity: If you like a class, but not the fiction then change it to fit you're tastes. If you're class can take a weapon that's not quite the right look or shape, re-skin it while preserving the rules.
I've been working on a warlock concept that closely follows a shard bearer from Brandon Sanderson's Storm-light archive. I also played an elderly lady who rode about on a mechanical spider, sipping tea and kicking ass. A very important Caveat here is to fit with the tone of the world you're in, and to respect the DM's opinions on this matter.
Chat with your DM, a lot. Tell them what you'd like to get out of the game. Are you more interested in kicking down doors and fighting monsters? Close roleplaying with a tight knit party? Political intrigue? A deep dive into a backstory? An epic adventure across the land? Taking over and building up a town? A little bit of several things?
Also chat with your fellow player and tell THEM the same thing. Then listen to what they want, and think about ways you can all work together to achieve your goals. Knowing in advance what your fellow players find fun can help coordinate a fun game that works for everyone. Maybe you are mostly interested in fighting monsters and finding loot, but someone else really just wants to talk with every NPC they come across? Knowing that in advance you can help find NPCs to talk to, and your friend can include asking about monsters that need killing in the area.
And if the DM knows what you all are looking for, they can help craft a story that you will all enjoy!
It's liberating to start of with a premade adventure. The new DM gets to focus on DMing rather than writing, and they can always add their own content. The players get something that is generally pretty fair, and not hampered by the DM's lack of initial experience.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I just recently started playing D&D. Any advice for a first time player would be great. :) (5th edition)
If you are a player and there is something that seems do good to be true, it's probably a trap
Or you need to read the spell/feature description more closely and pay attention to the exact wording.
Welcome to the community Justin !
Thats a very open question, perhaps you can add a little more context. Do you have a group yet?, are they people you know or strangers?, What do you want to get out of the game?, Is that vision aligned with you're group?
I like that you've found the Kobold, They're my personal favorite rogue. an amazing team player who can really do ALOT of damage.
Sorry. I should of put more information. I do have a group. Some are family and a few friends.
I guess the most important thing to get out of playing d&d is to have a fun time. A lot of us are still learning the game so we have been just practicing different scenarios out and trying to figure out what works best with everyone.
That sounds like a great place to start.
First read this : https://www.dndbeyond.com/sources/dmg/running-the-game#TableRules. If you dont have access, read the table rules section of the DMG. This is great information
Stack Exchange is a great place to get clarity when you dont understand a rule
https://rpg.stackexchange.com/?tags=dnd-5e
Some rules I run by are: ( and these are of course opinionated )
If the DM makes a ruling it's fine to offer an opinion, but don't let it become an game stalling debate. Once the game has finished check you're facts, If the DM is wrong let them know and they can decide If they want to house rule something.
The game is pretty well balanced, If you feel the need to house-rule or restrict something you're probably misreading a rule.
Magic Items are special, and effect the balance massively, keep them rare and special to start. If you check the DMG's suggested starting equipment for various levels you can see that even high level characters don't have many. Once you're all experienced you can generally throw this rule out the window.
The rules are there to ensure a fun game for everyone: Follow them.
The fiction is there to give you a basis for you're own adventures, and to promote you're creativity: If you like a class, but not the fiction then change it to fit you're tastes. If you're class can take a weapon that's not quite the right look or shape, re-skin it while preserving the rules.
I've been working on a warlock concept that closely follows a shard bearer from Brandon Sanderson's Storm-light archive. I also played an elderly lady who rode about on a mechanical spider, sipping tea and kicking ass. A very important Caveat here is to fit with the tone of the world you're in, and to respect the DM's opinions on this matter.
Thank you very much :)
If you get swarmed, but you have an escape route, just use the disengage option and hoof it.
Chat with your DM, a lot. Tell them what you'd like to get out of the game. Are you more interested in kicking down doors and fighting monsters? Close roleplaying with a tight knit party? Political intrigue? A deep dive into a backstory? An epic adventure across the land? Taking over and building up a town? A little bit of several things?
Also chat with your fellow player and tell THEM the same thing. Then listen to what they want, and think about ways you can all work together to achieve your goals. Knowing in advance what your fellow players find fun can help coordinate a fun game that works for everyone. Maybe you are mostly interested in fighting monsters and finding loot, but someone else really just wants to talk with every NPC they come across? Knowing that in advance you can help find NPCs to talk to, and your friend can include asking about monsters that need killing in the area.
And if the DM knows what you all are looking for, they can help craft a story that you will all enjoy!
Find me on Twitter: @OboeLauren
Thank you everyone. You have been very helpful :)
Another thing
It's liberating to start of with a premade adventure. The new DM gets to focus on DMing rather than writing, and they can always add their own content. The players get something that is generally pretty fair, and not hampered by the DM's lack of initial experience.