I wish to know more! [Archive] - Wizards Community

Post/Author/DateTimePost
Yottos'Horgon

11-26-03, 10:20 PM
As I’m sure you can deduce from the title I wish to know more about D&D and to eventually participate in a “quest” or two. Since I feel it is somewhat relevant I will tell you a little about my situation and myself.

I am 20 years old and currently attend college. I have played MMORPGs for several years now, but they seem to be losing their luster. I am not new to D&D type game play, but I am unclear as to how it functions in the tabletop medium (i.e. your imagination and the roll of a dice). I have been lurking around these boards for some time now and have been marveled by the dedication and imagination of some of you. You have all motivated me to begin taking an active role in this newly discovered world (for me at least).

I am positing this message because I know little to no specific information pertaining to D&D. I went to a tabletop RPG store and they invited me to a session to see what it is all about and offered to “show me the ropes.” This, in my opinion, was a fantastic and surprising gesture. I expect I will be told a great deal that day so in an effort to ease the transition and to lesson the learning curve I wanted to ask for some help.

I noticed that many sessions are organized and often times planned out ahead of time by DM’s and I in no way want to interfere with this session. So I was hoping I could get some guidance from you all so I can observe the game rather than slow the progress due to my many questions. I read the D&D FAQ on this site and to be honest most of it made little to no sense. I understood some of the first questions but after that it delved into actual game mechanics, which I know nothing about.

I was wondering where might I find a great source of information about D&D and the basic rules. Also, where might I find a guide that would assist me in character creation? I guess everything I said above is the long-winded version of, “What should I know before I go to this sessions so I don’t hinder the immersion of the players and so I don’t look like a complete newbie?” Any guides or general kernels of wisdom?

Thank you ahead of time!:)
Heron_Marked_Blade

11-26-03, 11:45 PM
Hmmm, where to begin. :D

I will start on the assumption you know nothing about the mechanics of tabletop D&D, as you've indicated. The first thing to understand is that everything revolves around the mechanic of rolling dice. The 1d20 (20-sided die) is used for basic skill checks, attack rolls, and saving throws against external influences. Other dice are used for such things as weapon damage (ranging from 1d4 [daggers] to 2d6 [greatswords] and inbetween [1d6, 1d8, 1d10, 1d12]), spell damage (anywhere from 1d4 to 20d6), and the d% (percentage die; usually 2d10 to represent a number from 0-100).

Each PC will have been rolled up (very similar to most MMORPGs, with 6 main attributes [Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma] and various skills [depending on what class they choose and what they want their PC to be good at]. Also, each PC will have chosen to be a certain race, granting them various bonuses and penalties. They'll start the game with their character sheets in front of them, and I'm pretty sure they won't mind you looking at them and asking about them before the game starts. Most players I know, at any rate, are more than happy to "larn" a newbie. ;)

The DM usually starts the session by recapping the previous session, summarizing main events until s/he gets to the current time, and then the players get to say what their PCs are doing. Depending on what they want to do, the DM will have them make skill checks to determine success or failure (1d20 + the character's skill modifier). The success or failure is dependent on the character meeting the Difficulty Check (DC) of the task, usually set by the DM. If the DC to spot a slip of paper on the floor is 20 (because, thinks the DM, most of it is hiding under a couch and only a corner is sticking out), and the PC's skill check is 18, then the PC doesn't notice the slip of paper (i.e. the DM doesn't mention that it's there). Go to the 3.5 SRD (System Reference Document) linked in my signature below to find out more about skills and all things D&D.

Often, skill checks will be opposed by the skill checks of NPCs. If the PC wants to sneak past a guard, the PC will roll a Move Silently check which will be opposed by the guard's Listen or Spot check (rolled secretly by the DM). You'll see the DM do a lot of rolling behind his/her DM's screen (if s/he uses one); this is often just to make PCs nervous, but equally often is done to resolve issues PCs aren't aware of yet.

Most groups use a battlemat and miniatures. The battlemat is usually ruled into 1" squares, each representing 5' of movement. Each character has a base speed (usually 30' for medium creatures), and can only move a certain distance each turn (usually up to double the character's base speed). Once combat begins, or dungeon delving, or an encounter in an inn's common room, the DM draws a map on the mat and PCs place their miniatures in their starting locations. Then PCs roll what's called "initiative", which is basically the order of action in a round. A round is 6 seconds, but some people act earlier in the round than others do: this is indicated by a dice roll of 1d20 + Initiative score. Once initiative is resolved, PCs and NPCs move and act on their turn.

Combat can get a little confusing, and usually takes the longest amount of time to get through in a gaming session. The basics are: each character has a "to hit" number (the sum of a BAB + STR modifier [for melee; it's DEX modifier for ranged attacks] + miscellaneous [such as Weapon Focus feat, a magic weapon, etc]), a [b]"damage" number (usually the weapon size [1d4 up to 2d6] + STR modifier + miscellaneous [magic weapon, Weapon Specialization feat, etc.]), and an Armor Class (AC) number (usually 10 + DEX mod + armor bonus + shield bonus). When you're fighting, you roll 1d20 + "to hit"; if your result is higher than the defender's AC number, then you've hit them. If you hit, you roll damage, which is subtracted from the opponent's hit point total. Combat is where tactics come in: positioning, special combat maneuvers (Bull Rush, Charge, Fighting Defensively, etc.), working together as a group, etc.

From this point out, it's really up to the DM's imagination as to what happens in a session. Usually the group will be on a mission to accomplish something or other. Most groups you come across will be of "good" alignment (traditional heroes, standing up for the oppressed wo/man, battling evil), but some DMs run campaigns where PCs are evil, and have correspondingly "evil" goals.

I can't think of anything else at the moment, but feel free to ask if you think of anything in particular you'd like to know more about. Welcome to D&D! Be warned: once you're in, you probably won't ever want to leave! :angel:
Tarlac-Redclaw

11-27-03, 12:19 AM
the best advice you could ever get to learn DnD is buy the Player's Handbook. You said they were playing at a game store so they should have it there and alot of shops offer books at a good discount so you could pick it up for around $25 before tax depending on the country you are in. Have fun and welcome to the world of table top. :)
Kronk LaSworda

12-01-03, 12:41 PM
Find out what version they are playing (3.0, 3.5, Hackmaster, whatever) and pick up a players handbook. Just start rolling up characters. Make 5 or 6 from starting attributes all the way through to equiping them with gear and starting spells. Make one of each core class (fighter, thief, wizard, and cleric) so that you can see the differences. This will help you make your first character as well as teach you some of the basics before you go to the game.

Good luck. I hope you have a good time.