Crushed by the immensity of D&D. [Archive] - Wizards Community

Post/Author/DateTimePost
Brācken

10-30-03, 09:41 PM
"I am a novice D&D player (actually, today was my second time playing), and I just tried to start an Adventure... little did I know how immense a task that would be. The problem, is predictability, or lack thereof, in humans. For every option, there are five actions, for every action, there's a reaction. Einstein was only too right. Also, I am Canadian and I live in Mexico. You see one of my problems? I speak Spanish extremely fluently, however, people don't seem to get really into it as much here. They end up killing each other off, or the conversation drifts to something else. What am I to do? I can't even fill out the two Character Sheets that I have, because half of the time I do not know what to put, which dice to throw, etc. So, basically, I am beseeching help of fellow D&D players (not to mention English speakers) on various experts. Right now, all I have on my Character Sheets is the following:
Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, Saving Throws, Armour Class (what does THAT do? :uh-huh: ), Hitpoints, and, uh, that's it. I would also like, if possible, an Item List (not of course, all of them... that would be impossible); I mean, if someone has one on their homepage or something... uh, also, a couple suggestions on what freakin' first level Spells to use, where do I get ingredients for some of the Spells... basically everything. If I could get some help... well, I would be eternally grateful, and you would have the great feeling of helping a fellow D&D player (even though he's a novice)." :bigeyes:
Mordenkainen's Rubber Duck of DOOM

10-30-03, 10:14 PM
Okay, you understand about dice and rolling, right?

Abilities: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA) are the abilities.

You roll usually either 3d6, or 4d6 (drop the lowest die) for each ability. For example, Clerics use Wisdom the most, while Fighters rely on the Three Physical stats, STR, DEX, and CON.

Each ability score has a modifier when you roll it. 10 is average for humankind. For example, a Human with 10 Dexterity has a +0 Dexterity Modifier. There's a handy chart in the front of the book somewhere up to around the 30s. There's also a bonus spell chart there, but I'll get to that.

Now, Hit Points is a measure of your toughness and ability to avoid damage. You get Hit Points equal to your class' hit die (which is listed in the class description) plus your constitution modifier. You always get a max roll at 1st level.

For example, a Barbarian has 1d12 Hit Dice per level. So each level they'd get (1d12+Con Modifier) Hit Points. At first level, you always treat it as if you rolled the highest, so she'd get 12+Con Modifier isntead of 1d12+Con at first level.

Armor Class is how hard it is to actually hit you. It's 10+Any bonuses from armor you wear+Any bonuses from shields+Your Dexterity Modifier+Miscellaneous modifiers such as magic, magic items, racial bonuses, thick skin from being a monster, or luck

Saving Throws are for avoiding stuff. There are three kinds: Fortitude, Reflex, and Will. Fortitude is used to try to be less effected by Poisons and Diseases and the like. Fortitude is your Class' "Base Fortitude Save" plus Your Constitution Modifier plus any bonuses you might have like being a Dwarf vs Poison. Reflex is for dodging things like Dragon's Breath or Fireballs. It is your Class' "Base Reflex Save" plus Your Dexterity Modifier plus any other special bonuses you might have. Will is mental toughness, saving against mind control, many nondamaging spells, and insanity, for example. It's your "Base Will Save" plus Your Wisdom Modifier plus any other special bonuses you might have, like Elves against Enchantments.

Item lists are in Chapter... something... about Equipment.

1st level Spells:

Well, that means you already Understand how spells work, right?


Shield and Mage Armor are useful, since Mages usually can't wear armor... Magic Missile is a given, but try to give it some flavor by changing the looks of your blast up (it won't affect the stats, but it's cooler). Sleep is great at low levels, but it gets useless above 5th level or so... Detect Magic and Read Magic are also almost imperative, Read Magic especially if you're a Wizard or a Sorcerer that wants to use scrolls. Presdigation is a useful noncombat spell for doing a lot, but it can't do much in game terms. Ghost Sound is nice for intimidation purposes...
Chompman

10-31-03, 01:05 AM
You get ingredients for spells from your spell pouch unless it has a cost then you have to buy it.

Otherwise Mordenkainen has a good start for you but my suggestion reread the players handbook it shocks you how much you missed when you reread it :D