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TheVeryBasicsof5eDnD

This document provides a comprehensive overview of playing Dungeons & Dragons Fifth Edition, focusing on character generation, game mechanics, and tips for running a game. It emphasizes the importance of simplicity in character creation and gameplay, encouraging new players to start with core elements. Additionally, it offers practical advice for Dungeon Masters on managing encounters, combat, and player choices to enhance the gaming experience.

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0% found this document useful (0 votes)
7 views10 pages

TheVeryBasicsof5eDnD

This document provides a comprehensive overview of playing Dungeons & Dragons Fifth Edition, focusing on character generation, game mechanics, and tips for running a game. It emphasizes the importance of simplicity in character creation and gameplay, encouraging new players to start with core elements. Additionally, it offers practical advice for Dungeon Masters on managing encounters, combat, and player choices to enhance the gaming experience.

Uploaded by

dndmastercol
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Playing Dungeons & Dragons

Fifth Edition

Created by Warren D. ([Link])


2 5e D&D Basics
1 3
3 5 5 Character Generation
1. Attributes: Roll 3d6 for STR, DEX, CON,
WIS, INT, CHA; record Modifiers as below
2. Pick a Race: Modifies attributes in #1
3. Pick a Class: Determines HP & Where your
Proficiency Bonus applies (what you are good at)
3 4
4. Pick a Background: More proficiencies (skills)
5. Pick Starting Stuff: weapons, armor, equipment
5
2 4

Created by Warren D ([Link])


5e D&D Basics
Character Generation

Two things to remember:


1. Stick to the “core four” in the beginning until you have a good grasp of the rules; a lot of character types
can be expressed in those four (e.g. Han Solo is a Rogue; Luke Skywalker is a Cleric)
2. Getting class powers right is the least important thing; 6 stats, 3 things you are “good at” (proficiency), a
background, a weapon (1d8 dmg), armor (AC 13) and you are good to start playing– it doesn’t have to be
anymore complicated than that
Created by Warren D ([Link])
Art: DiTerlizzi
Old School DM Tip #1: Don’t let players say “I roll
5e D&D Basics for Insight” or, “I make a Perception check”; skill
checks determine the OUTCOME of an action, they
How do I… are NOT THE ACTION themselves
D20
…use MAGIC
…EXPLORE …ATTACK

D20 + MOD vs. DC D20 + MOD vs. AC D20 + MOD vs. Spell Save DC

• Player describes an action • Player declares spell


• DM describes the consequence OR • Player move in range of target • Player marks off the spell slot
• DM determines appropriate skill • Player rolls D20 + modifiers (mostly • Spell effect takes place
• DM determines “DC” the target STR or DEX) + proficiency = total • IF APPLICABLE, Player rolls a
number a player needs meet or beat • DM compares it to the targets “AC” spell attack D20 + MOD
• Player rolls D20 + modifiers + or Armor Class, the number the • IF APPLICABLE, DM rolls a D20 +
proficiency (if applicable) = total player needs to meet or beat modifiers vs. Player’s Spell Save DC
score vs. DC • If hit, player rolls weapon damage to allow target to avoid effects
Created by Warren D ([Link])
5e D&D Basics Unfortunately 5e D&D is not very explicit about its
“game-loop” structure unlike almost every other

How Run a Game “basic” edition of the game, so we are gonna borrow
from the 80’s edition of the game.

DUNGEON PROCEDURE
(1 turn; 10 min)
1. DM describes the environment
using 2-3 senses & important
features therein
2. Players describe their actions or
where they move
3. DM describes consequence
TIME: 4. DM marks down the passage of 1
1 day = 6x four hour periods turn (10 min)
1 hour = 6x ten minute turns 5. DM rolls for 1d6 for wandering
1 turn = 6x ten second rounds monsters; a roll of a ”1”
indicates a monster or some
encounter (could be harmless)
6. Back to #1

Art: DiTerlizzi Created by Warren D ([Link])


Old School DM Tip #2: Encounter Reaction keeps all contact
5e D&D Basics from devolving into a fight like video game, which is a natural
tendency. It also means you can throw dragons at 1st level players
How Run a Game and they can talk it out (think Smaug vs. Bilbo in The Hobbit)
ENCOUNTER (1 turn; 10 min)
1. DM sets encounter distance
2. DM rolls SUPRISE: D20 vs. PC
Passive Perception (10 + WIS
bonus + Proficiency if character
has it in Perception)
3. NON-SURPRISED group acts first
4. DM rolls for monster/NPC
ENCOUNTER REACTION
5. INIATIVE: Everyone rolls D20 + Old School DM
DEX mod; proceed in order of Tip #2A:
ENCOUNTER REACTION:
Initiative can also
Roll 2d6 + CHA bonus of PC highest to lowest be done with
2 or Hostile, attacks (mistaken 6. GROUP with INIATIVE gets to do each side (players
less identity if good) anything, but should think about vs. monsters)
3-5 Unfriendly, extort rolling a 1d6;
TALKING FIRST then FIGHTING highest goes first.
Art: DiTerlizzi 6-8 Neutral, warn away • Negotiate I always give ties
• Question to the players.
9-11 Indifferent, uninterested • Bargain
Quicker.
Created by Warren D 12 or Friendly, helpful (mistaken • Threaten
([Link]) more identity if evil) • Draw weapons (GO to COMBAT)
5e D&D Basics COMBAT PROCEDURE (1 round; 10 second)

How Run Combat 1. DM sets encounter distance


2. DM rolls SUPRISE: D20 vs. PC Passive Perception
3. NON-SURPRISED group acts first
4. INIATIVE: Everyone rolls D20 + DEX mod; proceed
in order of highest to lowest
5. Players
1. MOVE
2. Perform ACTION (Interact, Attack, Move again,
Cast a spell)
3. Perform BONUS ACTION (only something
triggers it; “As a bonus action, the player
can…”)
6. DM determines if monsters stay and fight or run;
MORALE CHECK: Roll d20+ MOD vs DC 10
• Check after first death
• Loss of 50% of forces
Old School DM Tip #3: Morale checks keep combat from • Loss of Leader
dragging because most thinking creatures don’t fight to the 7. End of one round, back to top of initiative order
death. That’s dumb! But constructs and undead do. Morale
checks after leader death also means they can be targeted.
Created by Warren D ([Link])
5e D&D Basics First: No railroading. It was a total improv sandbox, where you could
try anything and the DM would come up with a result.
How to Play Second: No cutesy theme, no polish. Character sheets were hand
with Kids drawn and photocopied. Character art was about what you would
expect, which was half rabid enthusiasm, half bored doodles.
The notes to the right are from
Ben Milton, a 5th grade teacher, discussing Third: No moralizing, no paternalism, no appropriateness filter.
how students in his class rooms run D&D
for other students. Very enlightening: Fourth: No emphasis on storytelling of any kind. No narrative
[Link] mechanics, no personal goals. There was also no combat (although I
have observed sessions this DM runs with combat). The focus was on
If 5e rules are also still a bit too much for immersion and on doing what you found to be entertaining.
your group, Ben’s own MAZE RATS is a Exploration and amusement was king.
great alternative!
Fifth: The DM let herself be surprised. She demanded rolls for
everything, even rolling to see what kind of NPC the village leader
was. She didn’t have a table or anything, so I have no idea if she just
made that up on the spot, or if it corresponded to how dangerous the
species was, but it was funny anyway. She treated the dice as an
oracle that was guiding the game nearly as much as she was.

Created by Warren D ([Link])


2. ADVENTURES = ACTION +GOAL +LOCATION +COMPLICATION: Most adventures can

5e D&D Basics have fairy tale-like simplicity. Just list 6 actions, 6 goals, 6 locations, and 6 complications you can
think from fairy tales, Disney movies, The Hobbit or other fantasy stories. Then roll 1d6 on each
list to combine them. Example: Recover + Magic Ring + from 100 Acres Woods + full of talking

Notes from Play wolves who trick those who are lost. At each part of the adventure provide choices.
3. NPCS MIMALLY NEED A WANT & A PERSONALITY TRAIT: Think about The Wizard of
Oz: Lion wants a heart & is cowardly. Scarecrow wants a brain & is forgetful. Witch wants revenge
& is wicked. Describe NPCs using easily understood human traits & play them up. But importantly
For a new DM, or an adult roped into being a
with a personality and want, any request by the players can be measure against these traits. Are the
DM, the task can seem daunting. Here are 6
players advancing the NPC’s want? If yes, the NPC will help but only to the extent of their
shortcuts I employ to help with everything from
personality trait. If no, then the NPC won’t help or at least ask a want-related payment.
published modules to adventures made up on the
4. MONSTERS OR HUMANOID OPPOSITION SHOULD HAVE 2+ MODES OF ATTACK:
spot. The first one is likely the most important!
Single monsters could have a melee & ranged attacks: bite (1d8 dmg)+ tail whip (15’, 1d6 dmg).
Or maybe it breaths a cloud of gas and attacks with claws. If the opposition is humanoid, one half
will engage with swords & shields, while the others will engage with bows. Attacks could also target
player weapons, equipment, magic, or mobility. Think beyond raw damage. And never be afraid to
throw some terrain down in the middle to block line of sight, slow movement, or be a hazard.
5. DUNGEONS ARE A FANTASTIC STARTING POINT BECAUSE THEY CONSTRAIN
PLAYER ACTION WHILE PROVIDING PLAYER CHOICE: Players can sometimes feel too
overwhelmed with what to do. Or they run off in a direction a new DM is unprepared for.
1. PLAYERS LIKE MAKING CHOICES, Dungeons help constrain player action to a specific environment, but provide ample choice if
NOT LEARNING/FIDDLING WITH designed to be more than a series of fights in a hallway. Great examples I recommend are:
RULES: Try to always give players 2+ Tomb of the Serpent Kings. IMPORTANT: Phrases like “Stats: As an ogre in heavy armor” means
choices in any situation. Red door or blue in 5e you use the stats for an ogre in the 5e Monster Manual and increase AC to be plate as per
door. Charge the front or sneak through the the rules. Prison of the Hated Pretender also has 5e stats and is a good “starting” dungeons.
window. Support the House of the Rose or 6. ACTIONS/CHOICES HAVE CONSEQUENCES WHICH ARE FUEL FOR FURTHER
House of the Eagle. Keep your word or ADVENTURE: Save the princess? May the dragon captured her because she trying to escape a
court plot. Recover the stolen sword of Arcadia? Maybe it was lost for a reason and returning it
double-cross for greater gain. This concept is causes an undead knight to rise to reclaim it. Haul a bunch of treasure back to town? The crown,
more important than getting the rules right. the church, and Thieves’ Guild might want a cut. So how do the players respond?
Created by Warren D ([Link])
Thank you for reading! Please stop by [Link]
Curious about more old-school D&D principles? Click here.

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