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| #1Taytotom83Dec 14, 2014 10:29:43 | hello friends! Me and my friends have always wanted to play D&D and now that we have a date, it's time for the DM (which is me) to prepare. I've bought the starters set, read the rulebook and started to read the 'lost mine of phandelver' story book, but I still have some questions regarding... Well... Alot of things. 1. Stats: the pre-gen character sheet of the halfling rogue, for example, has a 16 for dexterity. Would that seriously mean that the player needs to roll at least a 16 on the d20 for a dexterity check to succeed? This strikes me as a little odd, but then again I just started. 2. Modifiers: (I think I know the answer to this one, but I still wanted to check). The modifiers next to the stats (such as the rogue's dexterity modifier, which is +3) just need to be added to the d20 roll, correct? (if the players rolls an 8 for acrobatics, the total would be 8+3+5(acrobatics mod)=16. 3. Combat using magic: I have a hard time understanding this, I would appreciate a small explanation. Okay maybe I didn't have so many questions. one last thing: Do you guys have some tips for the beginning dungeonmaster, such as how to run a good game of 'lost mine of phandelver'? With regards, Taytotom83
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| #2bawylieDec 14, 2014 10:51:35 | 1.) No, all the abilities (16, 15, 10, etc) all come associated with an "Ability Modifier." The Rogue's 16 Dexterity has an ability modifier of +3 (see the basic rules). So, when the Rogue makes a dexterity check, ranged Attack, melee Attack with a finesse weapon (like a dagger or rapier), or a dexterity save (to evade a trap or blast), they will add that +3 ability modifier to their 20-sided die roll. This is notated as "1d20+3" which means roll the 20-sided die and add 3 to the result. Whatever the result is, you compare it to the Difficulty Class (DC) of what they're trying to do (it's a number set by the Dungeon Master between 5-25). So if our DC for (example) dodging a fireball is 14, our rogue roles his Dexterity Save to dive out of the way. If he meets or beats 14, he can dive out of the way (and take half damage). At 13 or lower, he's toast (full damage). 2.) Kind of yes and no. When you roll and add your Ability Modifier, sometimes you can also add your proficiency bonus. If you have proficiency in whatever you're trying to do. Proficiency starts at +2 and grows over time & levels. If your Rogue has +3 dexterity modifier AND is trained in Acrobatics (+2 proficiency bonus) then when he needs to roll a dexterity check to do acrobatics he rolls 1d20 +3 (dexterity bonus) +2 (proficiency bonus in acrobatics), or 1d20+5. Be sure not to double-count the ability modifier. |
| #3bawylieDec 14, 2014 11:09:39 | 3.) Magic. Magic users have a number of spells per day they can cast. These are called spell slots. It helps to think of them like Playing cards. If you can cast 3 1st level spells, it's like you have 3 Aces. Once you've played all 3, they're gone until you rest for 8 hrs. You can play an Ace to cast any 1st level spell you know & have prepared. Wizards only know the spells in their spell books and must actively try to learn new ones. Clerics get their spells from their deity, and automatically "know" all of the spells in their spell list. But they both still must "prepare" their spells. This means they pick a few they think they're going to need today. They cannot cast spells they haven't prepared. So in the morning, our cleric wakes up. He knows his deity will allow him to cast any spell on his spell list. So he prays and prepares Cure Wounds, Healing Word, and Sacred Flame (or whatever). Now he has 3 slots (those Aces we mentioned), which means he can cast a prepared spell and play an Ace. He can do the same spell 3 times, or one of each or 2 and 1. Whatever he's got the slots for. In other words, he doesn't prepare Cure Wounds 3 times if he thinks he'll need it 3 times. He only prepares it once, and can continue casting it as long as he has Aces left to play.
Our Wizard only knows 5 spells, and he can prepare 3 (for example). So in the morning, he studies his spell book and prepares Magic Missile, Detect Magic, and Shield. He doesn't prepare Sleep or Tasha's Hideous Laughter today. He can cast any of his prepared spells as long as he has slots remaining to cast them. He wishes he could prepare Scorching Blast (or whatever) but he doesn't know that one and it isn't in his spell book. If he can find a scroll of Scorching Blast, he can copy it into his book. Or he can research it when he reaches level 2 (I think wizards get 2 spells into their book every level. I don't recall exactly).
When our cleric and wizard are high enough level, they can cast level 2 spells. So in addition to their 4 Aces, they each get a 2. The Cleric already knows all his level 2 spells (he just has to ask his deity for access, as normal, every morning). But the wizard has no level 2 spells in his spell book. That's okay, though. He can cast a level 1 spell (which normally requires an Ace) by using his 2nd level slot (his 2 of clubs or whatever we gave him). Some spells are more powerful when cast at a higher spell level. Magic missile normally does a little bit of damage when cast as a level 1 spell (play theAce). But when cast as a level 2 spell (play the 2 of clubs) the damage goes up! Likewise the Cleric may not want to cast the 2nd level spell he prepared. He wants to cast Cure Wounds but he wants it to be more powerful. So instead of casting it at level 1 (with the Ace), he casts it at level 2 (with the 2 of clubs or whatever card we gave him), and the spell Cures More Wounds than it would have normally.
Finally, most spell casters have access to basic spells called cantrips. They know a handful and can always cast them without spending a spell slot (without playing a card). They're a little weaker than spells with levels, but you can always cast them (even if you have no cards left 1 having cast all your other spells). |
| #4bawylieDec 14, 2014 11:10:42 | Finally, for basic DM advice, please see DM101 in my blog. Link is in my signature. And feel free to ask any questions! |
| #5Daydreamer80Dec 14, 2014 15:03:58 | Here is a tip, since your running a pre designed adventure. Youtube another D&D group running that adventure and check out how they handle and adjudicate it.
You can even find examples of ppl from wotc running it.
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