Reading the books, rereading the books, reading and participating in rules discussions in forums which often involved rereading the books some more (this part really helps with comprehension). I've also played in like 20-30 actual sessions over the last 3 years...
I'm still learning the rules even after 54 sessions in the past year alone. To me, it is a continual education. You can be 100% confident you know what you're doing but then that one question or situation comes up and you are back to "What the heck am I doing?!" So to me, it has always been reading the rule books every other session. Take advantage of asking questions / participate in forums here as there are a lot of willing people to give their two cents and point you in the right direction where you may feel lost or confused.
I find playing is the best way to learn. Preferably with other people who know the rules, and are patient with new players (Some people are not. They suck. They were new once). If you’re just starting out, I’d say focus on knowing the rules about what your character can do. Then as you play, you’ll see what others can do and your understanding will expand. If something confuses you, either ask about it, or make a note and look it up later.
And don’t worry if you make a rules mistake. If everyone is having fun, you’re doing it right.
You don't need to know all the rules, at least as a player. For example if you play a character that doesn't cast spells you don't need ot know about spell casting. (Though as you play you might learn a few things like how to position yourself so that the whole party can not be hurt by most enemy area of effect spells).
Learn how to create a character and with discussions with the DM build your character. Learn what your character can do. Learn what saving throws, attack rolls and ability checks, and look at how combat works. (Essentially on your turn you can do one thing that takes an action, such as attack someone, move interact with one object and if you have a feature that requires a bonus action you can also do one of those).
The rest of things your DM will be able to talk you through and you will pick things up as you go along, you will learn about the features of the other memebrs of the party and as you level up you will get more features that you can use.
I've been reading the players handbook but I find it to be a dense and boring read.
At least 80% of the stuff that everyone uses in almost every session is in chapters 7, 9, and 10. Other than that you only need to know the specifics for your character: their specific Race, Class, Background; and whichever specific equipment and spells your character has. As a 1st character I usually recommended a non-spellcaster. That way you only need to worry about chapters 7 & 9, Race, Class, Background, and equipment until you get the hang of things. Then you can switch to a new character if you like and add chapter 10 and spells to your plate as more manageable pieces.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
These days the procedure is probably something like ...
- read over the rules to get an idea of how things work (you don't need to read the PHB cover to cover unless you want to - the chapters on combat/spells/encounters/skills and how to make a character in the first chapter are probably a decent start).
- watch some games online (ideally ones that play close to RAW)
- play with others (this can be a chicken and egg problem if there is no one nearby you can play with)
- re-read the rules with a better understanding of how things work in practice
As a beginner it can sometimes be hard to tell whether a rule used in a game you are watching is RAW or a table/DM rule. However, with practice and watching/talking and particularly asking questions, you'll be able to get a handle on it.
I'm not a huge fan of actual play listening, but it's great if you're trying to learn the rules. You can have critical role or adventure zone* on in the background for a while and after a while of listening you start to internalize the way the rules work though repeated exposure. All you have to do is half-pay attention to patterns and who's rolling what when and you get it after a while.
*and Adventure Zone isn't as bad because they actually edit their episodes so most of the non-plot-advancing side bits and dialogue are cut out. TAZ also has a really good story.
To be perfectly honest, nobody knows all the rules, not even the people who wrote the darned game. Most people who play D&D don’t know the rules as well as they believe they do either. And even those of us who do know them pretty well don’t always agree on what exactly the rules say, or what exactly they are supposed to mean. (If we did the Rules & Game Mechanics forum would be quieter.)
So for now, worry less about learning all the rules and mostly just focus on learning the basics. If you understand the basics you will be fine.
I guarantee you that if you understand those parts, you will be able to figure out most everything else from that core of information. Heck, if you understand that stuff throughout, you will know the rules better than a lot of people.
I was thinking of trying to get into adventurers league because it seems to be the only active groups near me
I also got into playing 5e via Adventurers League and it has generally been a good experience. You can meet a variety of people which can develop into regular groups. One of the advantages of Adventurers League (and one of its disadvantages in some ways) is that the adventures are very modular and designed to fit into typically 4 hour play windows. In addition, the folks showing up each week can vary, usually there are sign ups - this means that if real life intervenes and you can't make it, you just let the organizer know and the game goes on with or without you there. It results in a bit less character continuity but it much better for busy lives with work, families, and other commitments.
However, even in AL, you will likely find a group of like minded folks and either play something else or wind up playing a hardcover using AL rules which gives you both the flexibility and campaign continuity and can be a lot of fun.
The other advantage is that AL also tends to play quite close to RAW (it is supposed to but the DM still adjudicates areas where the rules aren't necessarily completely clear and there are a few of those). However, things like house rules are strictly not allowed.
The one thing I would emphasize is to make up your character, learn the rules related to your character at 1st level, and play. IamSposta’s list is a good one, but you don’t have to memorize those rules immediately. As you play, make a point of having your PHB/dndbeyond open to the spell or feature you’re planning to use and understand that. The other things will come. If the group you’re playing with doesn’t provide some help, find a new group. Those aren’t the players you are looking for.
DMs will bless you for developing this habit. I’ve been running the game since 1975. Yes, the original edition plus Chainmail and Outdoor Survival (see Matt Colville’s history of D&D series if you want to understand that). I have never tried to memorize all the rules - frankly it’s not the job of the DM. I expect my players to know the rules relevant to their character such as spells, movement, and features. Truly new players get all the help I and my group can give but we expect you to learn over time. Eventually your DM will simply turn to you and ask, “Roogie, how does your Planar Binding spell work?”and you’ll be prepared to go through it, not because you memorized it but because you have it open in front of you. That’s when you know you’ve mastered the rules.
As a side note, even players who’ve been at it since the 70’s mess up. For us the big challenge is that we’ve played so many editions of this game and other TTRPGs. All weapons do a d6 of damage, right? Whoops, that was first edition. You get the idea.
Have fun and you’ll learn the rules.
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I've been reading the players handbook but I find it to be a dense and boring read.
Reading the books, rereading the books, reading and participating in rules discussions in forums which often involved rereading the books some more (this part really helps with comprehension). I've also played in like 20-30 actual sessions over the last 3 years...
I'm still learning the rules even after 54 sessions in the past year alone. To me, it is a continual education. You can be 100% confident you know what you're doing but then that one question or situation comes up and you are back to "What the heck am I doing?!" So to me, it has always been reading the rule books every other session. Take advantage of asking questions / participate in forums here as there are a lot of willing people to give their two cents and point you in the right direction where you may feel lost or confused.
Lol.. I know... I've been watching some people play 4e and the combat system is ridiculous.
I find playing is the best way to learn. Preferably with other people who know the rules, and are patient with new players (Some people are not. They suck. They were new once).
If you’re just starting out, I’d say focus on knowing the rules about what your character can do. Then as you play, you’ll see what others can do and your understanding will expand. If something confuses you, either ask about it, or make a note and look it up later.
And don’t worry if you make a rules mistake. If everyone is having fun, you’re doing it right.
You don't need to know all the rules, at least as a player. For example if you play a character that doesn't cast spells you don't need ot know about spell casting. (Though as you play you might learn a few things like how to position yourself so that the whole party can not be hurt by most enemy area of effect spells).
Learn how to create a character and with discussions with the DM build your character. Learn what your character can do. Learn what saving throws, attack rolls and ability checks, and look at how combat works. (Essentially on your turn you can do one thing that takes an action, such as attack someone, move interact with one object and if you have a feature that requires a bonus action you can also do one of those).
The rest of things your DM will be able to talk you through and you will pick things up as you go along, you will learn about the features of the other memebrs of the party and as you level up you will get more features that you can use.
At least 80% of the stuff that everyone uses in almost every session is in chapters 7, 9, and 10. Other than that you only need to know the specifics for your character: their specific Race, Class, Background; and whichever specific equipment and spells your character has. As a 1st character I usually recommended a non-spellcaster. That way you only need to worry about chapters 7 & 9, Race, Class, Background, and equipment until you get the hang of things. Then you can switch to a new character if you like and add chapter 10 and spells to your plate as more manageable pieces.
I hope that helps.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
#1 - I read them.
#2 - I played them.
Repeat #1 and #2 for years.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
These days the procedure is probably something like ...
- read over the rules to get an idea of how things work (you don't need to read the PHB cover to cover unless you want to - the chapters on combat/spells/encounters/skills and how to make a character in the first chapter are probably a decent start).
- watch some games online (ideally ones that play close to RAW)
- play with others (this can be a chicken and egg problem if there is no one nearby you can play with)
- re-read the rules with a better understanding of how things work in practice
As a beginner it can sometimes be hard to tell whether a rule used in a game you are watching is RAW or a table/DM rule. However, with practice and watching/talking and particularly asking questions, you'll be able to get a handle on it.
I was thinking of trying to get into adventurers league because it seems to be the only active groups near me
That's what I did and most of my games have been with them.
I'm not a huge fan of actual play listening, but it's great if you're trying to learn the rules. You can have critical role or adventure zone* on in the background for a while and after a while of listening you start to internalize the way the rules work though repeated exposure. All you have to do is half-pay attention to patterns and who's rolling what when and you get it after a while.
*and Adventure Zone isn't as bad because they actually edit their episodes so most of the non-plot-advancing side bits and dialogue are cut out. TAZ also has a really good story.
To be perfectly honest, nobody knows all the rules, not even the people who wrote the darned game. Most people who play D&D don’t know the rules as well as they believe they do either. And even those of us who do know them pretty well don’t always agree on what exactly the rules say, or what exactly they are supposed to mean. (If we did the Rules & Game Mechanics forum would be quieter.)
So for now, worry less about learning all the rules and mostly just focus on learning the basics. If you understand the basics you will be fine.
The Really Basic Stuff: https://www.dndbeyond.com/sources/basic-rules/introduction
Ability Scores & How they Work: https://www.dndbeyond.com/sources/basic-rules/using-ability-scores
All About Combat: https://www.dndbeyond.com/sources/basic-rules/combat
All About Spellcasting: https://www.dndbeyond.com/sources/basic-rules/spellcasting
I guarantee you that if you understand those parts, you will be able to figure out most everything else from that core of information. Heck, if you understand that stuff throughout, you will know the rules better than a lot of people.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I also got into playing 5e via Adventurers League and it has generally been a good experience. You can meet a variety of people which can develop into regular groups. One of the advantages of Adventurers League (and one of its disadvantages in some ways) is that the adventures are very modular and designed to fit into typically 4 hour play windows. In addition, the folks showing up each week can vary, usually there are sign ups - this means that if real life intervenes and you can't make it, you just let the organizer know and the game goes on with or without you there. It results in a bit less character continuity but it much better for busy lives with work, families, and other commitments.
However, even in AL, you will likely find a group of like minded folks and either play something else or wind up playing a hardcover using AL rules which gives you both the flexibility and campaign continuity and can be a lot of fun.
The other advantage is that AL also tends to play quite close to RAW (it is supposed to but the DM still adjudicates areas where the rules aren't necessarily completely clear and there are a few of those). However, things like house rules are strictly not allowed.
The one thing I would emphasize is to make up your character, learn the rules related to your character at 1st level, and play. IamSposta’s list is a good one, but you don’t have to memorize those rules immediately. As you play, make a point of having your PHB/dndbeyond open to the spell or feature you’re planning to use and understand that. The other things will come. If the group you’re playing with doesn’t provide some help, find a new group. Those aren’t the players you are looking for.
DMs will bless you for developing this habit. I’ve been running the game since 1975. Yes, the original edition plus Chainmail and Outdoor Survival (see Matt Colville’s history of D&D series if you want to understand that). I have never tried to memorize all the rules - frankly it’s not the job of the DM. I expect my players to know the rules relevant to their character such as spells, movement, and features. Truly new players get all the help I and my group can give but we expect you to learn over time. Eventually your DM will simply turn to you and ask, “Roogie, how does your Planar Binding spell work?”and you’ll be prepared to go through it, not because you memorized it but because you have it open in front of you. That’s when you know you’ve mastered the rules.
As a side note, even players who’ve been at it since the 70’s mess up. For us the big challenge is that we’ve played so many editions of this game and other TTRPGs. All weapons do a d6 of damage, right? Whoops, that was first edition. You get the idea.
Have fun and you’ll learn the rules.