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I'm seriously confused. More I learn about it more I'm like, what? How do these scenarios and stuff work? What are the rules?

Can someone help me?

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[–] GalacticGrapefruit@lemmy.world 3 points 1 day ago* (last edited 1 day ago)

It can be overwhelming. And that's okay, it is an extremely complicated game.

These are the four rules I have used at every table:

1 - We can always stop. The stakes are never too high to pause and talk, or ask clarifying questions.

2 - We can always change the rules. This isn't a video game where the code is closed-source and the only ones who can modify it are people with a level in wizard IRL. If a rule sucks, we chuck it. If it's fun, we discuss it and add it.

3 - Rule of Cool. If the rules as written would interfere with the telling of a good story, then feel free to suspend normal conventions and let the players narrate what they would like to do. If it makes sense, seems possible, and makes the story better, then do it.

4 - We can always retcon. If a mistake was made or a bad roll led to consequences that are causing true, actual stress in the real world, we stop the game and talk about a do-over. This is a game, we can say that yesterday never happened and try again.

And the all-important Rule Zero: Real Life Comes First. It is just a game. If you're late because you needed to pick up an extra shift, if you can't make it because of a family crisis, if it's finals week and you have to study, if you're too tired and need to sleep, then take care of that first. We can make up what your character is doing in the background and fill you in later. We can make up a reason they aren't there. And if it's that important, we can skip session this week and just watch movies. Always, always handle the real stuff first.

[–] southsamurai@sh.itjust.works 8 points 1 day ago

Honestly? There's three, maybe four, routes to getting started with understanding the system of d&d. If you go with another brand of game, those might shift a little, but mostly don't.

Path one is to find a beginner oriented DM/game. The rule set for any given edition of d&d is best learned with help, and nobody will do that better than an experienced DM running intro tables.

However, route two is to do the opposite. You become the DM and round up a table of anyone you can con into playing. You read the core rules, and dive in head first. As long as everyone playing is aware it'll come with a shit ton of errors and fuck ups, it's a very fun way to get going.

Two B is to do the same, but as a player rather than the DM.

Route 3 is to go all scholar about it. Obtain the books of the edition you want to play, and study it like you'll be getting paid to play. This is more viable nowadays since the more recent editions are written up better. It helps that YouTube and forums exist as well, because you aren't limited to just what's written by the company. You can get explanations.

Route four is some hybrid. Obtain the core books, read them, then go looking for a group to play with, be sure they know you're a noob, and back that up with plenty of reading and video watching as you go.

The central idea of d&d is a big game of pretend, but with a mediator to keep things sane. Everything else is window dressing ;)

[–] kettuli@lemmy.world 5 points 1 day ago

My first and only advice is to not play D&D but one of the many great games that aren’t owned by Hasbro.

[–] dumples@piefed.social 2 points 1 day ago

Let's start at a high level and forget the rule for now if they are confusing you. All you need to do as a player is direct your character to do what you think they should do at a moment. The DM will be in charge of the world including what you see and how you interact with it.

If the DM says you are in a field and see a single tree. You can decider what you want to do to with the tree. You can chop it down, climb it, identify what type it is etc. Depending on what you say the DM will tell you what to roll to succeed on your task of applicable. This will be usually be a 1d20 plus something usually a skill. So the DM will say you need an Athletic Check to climb a tree. Sometimes a player will combine these and say: "Can I use an acrobatics to climb the tree?" and the DM can redirect "Yes you can climb the tree but you need to use Acrobatics". It's that simple in play

So why so many rules? Do you remember when you were playing imagine as a kid and you said "I hit you with my magic bow so your asleep" and your friend was like "No I got magic super armor that deflects all arrows" and you got into an argument? The rules are to stop that. There are clear definitions of what everything does and does not do. Especially with magic spells which can get tricky.

If the rules are bogging you down, focus only on those that are applicable to you. Play a martial character and ignore all magic rules.

Hope they make sense.

[–] Rhynoplaz@lemmy.world 2 points 1 day ago

A lot of great answers on here. I think the main thing to remember is that it's less like a board game, and more like playing pretend.

Remember when you were a kid and pretended to be a ninja turtle or whatever and beat up the pretend bad guys? It's more like that, but the dice decide if your attempt to beat up the bad guy actually works.

The entire table works together to crate a story, and the dice rolls and the DM give you status updates on how the world reacts to the actions of your character.

[–] sirico@feddit.uk 5 points 1 day ago* (last edited 1 day ago) (1 children)

Depends on where your DM and group lies but really it's a group narrative. I like to think of playstyles as being a gradient from rules -> cools some groups will have the rules really dictate the game play others will forgo an out come a little bit if it makes the story better. Neither is bad and generally DM's will balance this.

You do a thing ideally adding enough detail for everyone to work with, roll against the stats to see how well that goes. 1's have created some of the most memorable situations for me so don't think of it as winning learn to roll with the punches.

I'll run you through a quick 4 turn scenario here if you like here's your char sheet.

Level 1 Fighter

Name: Cinoreus

Health: 12 HP

Armour Class: 16 (enemies need to roll 16 or higher to hit you)

Stats

Strength: +3

Dexterity: +1

Constitution: +2

Intelligence: +0

Wisdom: +1

Charisma: -1

Equipment

Longsword: +5 to hit, 1d8+3 damage

Crossbow: +3 to hit, 1d8+1 damage

Shield

Healing potion: restores 2d4+2 HP

How it works

You tell me what you want to do. If there's a chance of failure, I'll ask you to roll a d20 (20-sided die) and add a modifier from your stats.

You don't need to pick from a list of actions. Just tell me what your character tries to do.

You've woken up from your hedge camp early morning it's still dark but the fire has died and in the blue monotone hue of the woodland morning you notice a cave entrance you couldn't see last night.

[–] cinoreus@lemmy.world 2 points 1 day ago (1 children)

Since I wish to learn, I'll chose to go in the cave.

[–] sirico@feddit.uk 3 points 1 day ago (1 children)

After a few steps, the passage splits in two.

From the left, you hear something scraping against stone. To the right, there's a faint orange glow, like a fire.

You also notice fresh footprints in the mud.

What do you do?

  • ** One thing to remember this took me ages to break out of. You can do anything within the rules of the world. This sort of thing will become second nature. But you could have taken a charred log from the fire for example to use as a torch.

Of course the real fun is when you actively play your character so if you're playing a dumb barbarian who just rushes in even though you know the right thing to do ask yourself do they? :D **

[–] cinoreus@lemmy.world 1 points 1 day ago (1 children)
[–] sirico@feddit.uk 4 points 1 day ago* (last edited 1 day ago) (1 children)

You crouch down for a closer look at the footprints. They're fresh, but it's difficult to make out where they're heading in the dim light.

Let's have your first dice roll.

Roll a d20 and add your Wisdom modifier (+1). This is a Survival check to see how well you can follow the tracks.

What did you get?

-Don't need a real d20 just use a rand gen or free dice webapp

[–] HubertManne@piefed.social 2 points 1 day ago

dungeons and dragons is but one pen and paper rpg. they all use different rules system but most use formulas around character stats along with a dice roll to find the outcome of actions. some are more tight than others. I personally currently prefer pathfinder 2 for fantasy https://2e.aonprd.com/Rules.aspx

[–] cannedtuna@lemmy.world 6 points 1 day ago* (last edited 1 day ago) (1 children)

Here’s the handbook just in case.

https://online.anyflip.com/brxpm/rfey/mobile/

There’s really a LOT to cover here.

Best recommendation is to find a DM willing to take new players. Board game and RPG conventions are great places to get exposed to roleplaying in D&D and to help familiarize yourself with the rules in a teaching setting. Likewise your local board game shop may do D&D nights.

Just in case it comes up in the comments, I would not recommend Baulder’s Gate as a tool to learning D&D as some of the mechanics in it only exist for the sake of video game. It could make it confusing when trying to play a real campaign. It is good fun tho especially of you’re already familiar with D&D.

Oh also dont use YouTube campaigns like Roll20 to learn cause they’ll just set your expectations above reality

[–] cinoreus@lemmy.world 3 points 1 day ago (2 children)

Holy fuck I need to take out an entire weekend to learn this.

[–] Signtist@bookwyr.me 6 points 1 day ago

It's more like you need to play a couple sessions with people explaining your options every step of the way, mostly in battle, until you can start playing a basic character on your own, then branch out from there.

My first character was "guy with bow." I don't remember his name because it wasn't important - if we were in combat, I shot my bow. Anywhere else I stood around waiting for combat to start so I could shoot my bow. Eventually I got a handle on my skills, and I figured out what types of shots to make when, but for a good long time it was just 'I shoot my bow."

Once I got a good understanding of how combat worked, and I had watched my new party members handle some of the out-of-battle stuff, I got better at thinking of new ways to play my character, and sussing out how much I could step away from the rules as written to do things that would make sense for my character.

I remember the first time I decided to shoot down a chandelier on the enemy instead of just shooting them directly. The DM rewarded my ingenuity by pinning the enemy down under the chandelier, allowing us to finish him off quickly. That was when I first started really thinking in terms of what I could do, rather than what I'm allowed to do, the way video games taught me.

Nowadays all my characters are varied and unique, with interesting backstories and a mix of in-battle and out-of-battle skills, and I do my best to play then as real people rather than bundles of stats, but that would've been way too much for me as a newbie, so it was better that I just focus on getting the combat down at first.

All of this was facilitated by a good party and a patient DM, though. When starting out, your first priority is to find a group that you mesh will with, and who are willing to help explain the basics until you're ready. Finding such a group is invaluable for a new roleplayer, and I wish you good luck finding yours!

[–] cannedtuna@lemmy.world 2 points 1 day ago

I’ve honestly never read the whole thing. Not even 10% of it. I just use it to reference things. The creating a character is the most useful part and you’ll keep coming back to reference it as you level. The rest, just trust your DM to know the rules.

[–] Steve 4 points 1 day ago* (last edited 1 day ago)

First: Are you married to the idea of specifically playing official D&D, or more just curious about the general idea of tabletop role playing games? I ask because there are several rule sets, none changes the overall concept.

Second: Don't think of it as a game in the traditional sense. They're a set of rules for group story telling. Your group is making a story together. Maybe that story has an end, maybe it doesn't. But nobody really "wins", because it isn't actually a "game".

Third: D&D is one of the larger more complicated rule sets. It's a lot to learn. I'd actually recommend starting with a different "Game". Specifically ShadowDark. It's effectively a very stripped down version of D&D. Much simpler and shorter rules set. The free QuickStart pdf explains everything you need as a player. If you're going to be starting your own group though, you'll really want to get a copy of the full rules [$30 PDF] [$60 Hardcover]. While the $60 hardcover may seem like a lot, the D&D equivalent is actually 3 books with larger pages and smaller text, that costs a total of $180. So yah, if you're starting on your own, I recomend starting with ShadowDark instead of D&D.

But IF you have someone willing to hold your hand through the first games, absolutely let them teach you D&D.

[–] bashibazouk@lemmy.world 1 points 1 day ago* (last edited 1 day ago)

D&D and all other role playing games are basically interactive fiction run/guided by a human. Think computer rpg but instead of computer, a human is running the game. If you plan to be a player, it's pretty easy and only light knowledge of the rules are needed. If you plan to run the game as a Dungeon Master (DM), then a more in depth understanding is needed, as you are guiding but not completely controlling a story. The tomes are thick but are mostly reference guides and situational resolutions. Those resolutions are most commonly combat but other outcomes are also decided, mostly with dice as each character has a chance to interact with the situation in a positive to the character way. That is a successful sword blow, a chance to jump out of the way of a falling object, a chance to influence a interaction with a non player character (NPC). These chances vary per character and are influenced by skills, levels, character attributes, and items. You don't need to memorize the rules more than understand where to find stuff when you need it. Combat tables, monster descriptions and treasure being the most common. To a good DM, the specific rule set is less important than the consistency of using a single set, so the players understand how to interact with the story and feel it is fair.

[–] agent_nycto@lemmy.world 1 points 1 day ago

Ok if you want to learn but not study intense like and read the books and stuff, at least not at first, there is a longer but more fun route.

Listen to an actual play podcast. I suggest the first season of the Adventure Zone since the hosts are learning the game as well. They even kinda explain how the game works.

But also tldr for the rules: it's play pretend but sometimes the person describing the scene makes you roll a dice and the number says if you did the thing or not.

[–] Kolanaki@pawb.social 1 points 1 day ago

What are the rules?

That's exactly what the books are for. There are free versions with the basics online that will explain precisely how the game is played. Beyond that? It really comes down to the group and setting. Everyone kinda has their own in-house stuff, and there are tons of settings both official and unofficial that can change a lot about the game beyond the core mechanics.

Read the Player's Handbook and watch some streamed sessions and you'll have a better understanding than what could be told via a text post.

[–] Hamartiogonic@sopuli.xyz 2 points 1 day ago* (last edited 1 day ago)

Not an expert on the topic, but I’ve learned something by watching introductory YT videos about it. During my daily commutes, I’ve also listened to some podcasts where a group of people are playing a D&D game and explaining how everything works. Have you tried any of these options?

I think these are pretty accessible ways to approach a vast topic like this.

Let me ask you, do you want to play that game?

If so: ask someone else. It's mid

If maybe: play your own game and run with it. How?

Develop a world: want to steal an idea from a book/RPG video game/movie/ their book you are supposed to go off of .... Do it.

Most every new idea makes theirs meh. Developing a world is "scary" but so easy. Developing it doesn't have to be all at one time, you can develop principals originally and then work all future creations around it. Sounds like a lot.... Its not. We can spit ball and have a world on 5 minutes