New Player Rules Handout

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Playing the Game


This is a slimmed down version of the Dungeons & Dragons 5th Edition rules, in fact, there are a bunch of things left out of this specifically to keep you from becoming overwhelmed!

For a complete explanation of the rules refer to the Player's Handbook.

The Character Sheet

Your Character Sheet is your interface with the gameworld, it is a record of the Player Character's Ability Scores, Skill Proficiencies, Armor Class, Health, and every other detail you will need to reference in the course of play.

The Game Dice

These polyhedral dice simulate the randomness of the real world and dictate to varying degrees the margins of that randomness. A reference has been included at the bottom of this page, to help you identify which die is which.

When you need to roll dice, the rules will tell you how many dice to roll and which ones, as well as what modifiers to add to your roll.

For most of the exploits you attempt in the course of your adventure, you will roll a twenty-sided die (d20) and add any relevant bonuses to that roll to resolve the success for failure of your attempts.

In the event that the Dungeon Master (DM) asks you to roll a percentile dice, or d100, you will roll two d10's, the first will represent the tens digit and the second the ones digit.

Ability Scores

There are six abilities that measure your characters prowess:

  • Strength is your phyiscal power
  • Dexterity is your phyiscal agility
  • Constitution is your physical endurance
  • Intelligence is your mental acuity
  • Wisdom is your mindfullness
  • Charisma is your force of personality

When you attempt to do something in the game, the DM will as you to perform a Skill Check that requires you to roll a d20 and add the bonus dictated by your ability score.

For instance, if you attempt to swing from a chandelier, your DM may ask you to roll a Dexterity (Acrobatics) check. In order to do this, you will roll a d20, add any bonus from your Dexterity score, as well as your Proficiency Bonus if you are Proficient in Acrobatics.

Phases of Play

The game cycles through two major phases of play: Exploration and Combat.

Exploration

During the Exploration phase, the DM will describe a scenario, and perhaps play the role of a Non-Player Character (NPC) and you and your friends will roleplay your own Player Characters' reactions and interactions. There are no discrete "turns" during this phase, it is an organic mode of play.

The Combat phase, which is inevitable in this particular game, is far more structured, and the various dynamics are explained below.

Combat

Dungeons & Dragons is game about combat, everything else is a vehicle to the next encounter.

Once the DM has determined the Initiative Order, and your turn has begun, you have a variety of options to choose how you spend your 6 seconds (that's about how long a turn in-game lasts... you as the player have a bit longer!) .