| Post/Author/DateTime | Post |
|---|---|
| qxrbbrxq06-29-06, 03:54 PM | Well, I've got my character sheet finished and I'm trying to learn the rules of the actual gameplay. Of course this is somewhat hard when all the different checks and formulas are listed and defined in the PHB but without a thorough explanation as to how they work within an actual game. I'm looking for suggestions as to what is the most important and basic stuff that a player needs to know in order to play? |
| Dag06-29-06, 04:00 PM | Know the things that your character can do first and foremost. Any class or racial abilities that your character has access to you should be more than passingly familiar with. Other than that look over the skills of your class, read each listing and discover how they work in game play, how the rolls are made, how long it takes and other such stuff. You can read through the spells and combat but don't overwhelm yourself, most of that stuff is easier to be learned through game play, expect help from more experienced players and the DM. You'll catch on to these things quickly enough. |
| Decius06-29-06, 04:54 PM | Just a suggestion, feel free to ignore or disagree, especially with the classes listed, since I have probably forgoten quite a few: Important rules to know, by type of character; All characters: Land speed, walk/hustle/run and the differences, standard, attack, and full attack actions, saves and how they work, HP and how they work, mundane and magical healing, all class abilities (including when and how to use them) know in passing all of your class skills, and in detail all skills you have ranks in (DCs are not critical, but know what actions and modifiers exist) Know when and how to take 10 and 20 on skill checks. Primary combatant (Fighter, Paladin, Barbarian, Monk): All special combat actions (Bull rush, trip, sunder, disarm) Critical hits, weapon profincies, range increments and what they mean (Or, how far can I shoot a longbow?) Armor donning and doffing times All casters: Casting times (Especially Full-round action vs 1 round) concentration checks, components, foci Preparing casters (Bards, Wizards, Clerics, Druids, Rangers, Paladins) All spells available, their effects (including how many dice), and their saving throw. Also know what spells you have prepared, and how many Spontanous casters (Sorcerors, clerics, druids) What spells you can cast spontanously (as above), how many, and at what cost (for those who must sacrifce a prepared spell. Summoning casters (anyone who has Summon XXX I or higher): Have a written list of what you can summon ready, without researcing it in the PHB. Statted out versions are optional, but useful. Ask your local Dungeon Master. Turning (and rebuking) characters (Clerics, Paladins) How turning (and rebuking) checks work, including results for destroyed/commanded. Bards: Know what bardic music you have available, and how many times you can use it. |