Just starting DnD with some friends. What should I know?

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Smokej

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Nov 22, 2010
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gameplay wise:

roll a druid/cleric (zilla) for your first character, read some guides about how to make things awesome with those and you're safe... without all the supplemental book Druid 1-20 is the best you can get

if you want a challenge or a crappy char take a melee char

roleplay wise:

have fun and enjoy yourself, if you want to dig deeper, go to some roleplaying message boards for some insight in roleplaying theory and forms of expression as well as the narratives techniques used here
 

Macgyvercas

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crepesack said:
I have the 3.5 player's manual, the DM guide and two adventure booklets...I'm totally lost. What should I do?
Dude, those books are not meant to be read cover to cover. What they are used for is going over material that is relavent at the current moment. What you want to do is whoever is DM should read the adventures, and the players should look over the handbook (mostly the part about character creation and combat at first). Also have the DM skim the DMG and go over any parts about running a story (mostly the first few chapters).

Beyond that, the best way is just to learn as you go, really. If you try to understand all the rules before you start, you'll be waiting to roll dice for a good few months.

EDIT:

theonecookie said:
d12 only get used with battle axes and greatswords
I must point out that a greatsword's damage is not 1d12. It's 2d6.
 

crepesack

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I was looking at the 4th edition manual and it seems to make a LOT more sense. 3.5 is just a jarble of information. I'm thinking about getting the 4th edition then...The only thing is that it's missing the druid class which my friend wanted to play oh so very badly. It wouldn't break the game if I just took the druid class from 3.5 and slapped it into 4th edition would it?

And on a broader note, which edition 3.5 or 4....
 

karloss01

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best i can tell you is don't take it seriously, and stick to being the DM and not try to play with them as a character as well. doesn't work at all.

when i played D&D way back (like 2004/5) i was part of a group of 7 friends with another being the DM (so 9 of us altogether) it was a great campaign but we didn't finish it unfortunatly as GCSEs got in the way.

at one point during the game the party broke up over a disagreement in opinions (i and three others were varying evils and the other half were varying goods). and during this we pulled pranks on each other and set up quests for the other party to do based on our own actions (my party became leaders of a demon cult trying to take over the city, the good party was trying to stop this).

i still remember a load of memories from the games we played (like fighting an angel with a candle holder, lost my sword) and it was because we played for fun and made up our own quests and lore for it.
 

crepesack

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Oh and my play group is pretty small. It's just maybe 3-4 people....But as for confirmed people it's just 2 people that will play for sure and in order to make due with what we have they are running two characters each...is that normal?
 

Smokej

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crepesack said:
I was looking at the 4th edition manual and it seems to make a LOT more sense. 3.5 is just a jarble of information. I'm thinking about getting the 4th edition then...The only thing is that it's missing the druid class which my friend wanted to play oh so very badly. It wouldn't break the game if I just took the druid class from 3.5 and slapped it into 4th edition would it?

And on a broader note, which edition 3.5 or 4....
actually yes it would, those two have very different character systems

3.5 is more number crunch than 4th and not that accessible, but for alot of people more enjoyable because of all the character possibilities and options it has

crepesack said:
Oh and my play group is pretty small. It's just maybe 3-4 people....But as for confirmed people it's just 2 people that will play for sure and in order to make due with what we have they are running two characters each...is that normal?
you shouldn't player under 3 players + 1 GM, or take more than 1 character
it's possible but not recommended for the first times
 

bug_chaser

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Mar 15, 2009
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Man that takes me back. I remember playing D&D when it first came out. Saved up my allowances to buy the books, played it in the school cafeteria with my friends. I don't remember getting laid all that often in high school, though.

D&D is interactive fantasy; when I started DMing I thought of it as writing the outline to a story that my friends who played through the campaign would flesh out with dialogue and plot twists. The rules are just guidelines, and the original editions of the first books had a little blurb in the back by Gygax himself reminding everybody of that. So don't sweat it too much. Skim the books, put some of those little page-marker tabs on pages that look cool, and worry more about the role-play aspect than the rules aspect.

And enjoy. I have a lot of happy memories of the game.
 

MeTheMe

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You know, I stopped playing for a long time a while ago, and when I picked it back up 4.0 had just come out, and the ease of it helped me get back into it. 4.0 and 3.5 are very different systems, so your experience with both can, and probably will, be pretty different. If this is your first game, and it's accesible, I'd reccomend 4.0, less number crunching, less confusing choices, less of a lot of things. This makes it a little less personal for a lot of players, but for those new to table top gaming it's probably the best bet.

It is daunting, I admit, but reading my books cover to cover really helped me get a full understanding of the rules and how they work. I ask that my players do the same, when I DM.
 

intheweeds

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crepesack said:
Okay...what dice do I need?

I already have about 7 D6s...So far I see I need a few d4s, d8s, d10s and d20s...
If you go to any gaming store, they come in a set. Usually the ones i get some in a tube, but it will have one of everything you need. Sometimes you need to roll more than one of the same kind, but if you want you can just roll the same die twice.
 

darkorion69

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Have every player read the entire Players Handbook. Have the DM read the Players Handbook, the Dungeon Masters Guide, and skim over the Monster Manual. If reading so much isn't your cup of tea...then you are probably trying to pickup the wrong game.
 

intheweeds

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crepesack said:
Oh and my play group is pretty small. It's just maybe 3-4 people....But as for confirmed people it's just 2 people that will play for sure and in order to make due with what we have they are running two characters each...is that normal?
Three is very small, but either way i don't suggest anyone play more than one character at a time.

Just read through the DM guide and players manual. Players will only need to read the players guide. It will give you a good understanding to start out with. It is going to be harder without having at least one person who already knows how to DM, but it's doable.

You can even buy a premade adventure at many stores with maps and characters/enemies already for you to go. Just choose one that interests you that is intended for a small party. You can tweak how many monsters/etc you use. I would suggest reading the guides and starting out with a premade adventure. You can even use premade characters if you find that daunting. Heck use premade everything just to get used to it, you guys can scrap it for something of your own design anytime.
 

Xaio30

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Get the priorities straight. Fun is more important than the rules, but strive to follow them.
 

Pharsalus

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4th edition is a computer game on paper, it is a bit simpler to learn though. I still think 3.5 is easier at its core, you just have to add numbers to a d20 roll most of the time.
As for the dice you need, you should have at least two complete sets of the 7 main dice (d4,d6,d8,d10,d12,d20) and it helps to have extra d6 and d20.
 

crepesack

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I see a bunch of dice sets for like 2 bucks each. I'll just get a play set of 5....Do you think people will be willing to trade MTG stuff for DnD stuff? Lol I've given WotC wayyy too much of my money already. Also how big should a play group be? So far we have 3 now and with me as DM.
 

natster43

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You are the DM right? Remember that DM has final say on anything, all the things in the book are suggestions to help you make a better experience for the players, what you say goes. Besides that I can't really give any other advice as I have never ran a session before. I guess make sure it is fun for the players.
 

crepesack

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Yes I'm DM...So far I've told everyone to skim through the player's manual. I myself am going through both the DM guide and the player's book.
 

Lashus

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Here is a site that does an online magazine about being the DM. Seems really useful.

http://www.roleplayingtips.com/archives.php
 

Freeze_L

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crepesack said:
I'm just daunted by all these pages. How much should I know? What will actually tell me how to play? This is like taking another class. It's all very confusing.
Don't sweat it. you dont need the whole book memorized or anything crazy like that. 90% is situational and in the end once you got the basic mechanics down you will be good.

A combat is like this.
Surprise round: did anyone get the jump on another group? was there an unprepared party? If so that unprepared party does not act in round 0.

Initiative. Roll a twenty sider and add the dexterity to it. If there is a large group of monsters than feel free to roll once or twice and group them together. The numbers that you and the players rolled determined the order the turns go in.

Combat. Lets break this up into categories.

Attack Rolls: player rolls a d20 and adds str or dex depending on the weapon, their Base Attack Bonus (BAB), and any misc modifiers (spells potions and enchantments)

Movement. Most races move 30 feet a round (this is a run not a walking speed) A player or NPC can take a 5 foot (1 square) move for free with out any Attacks of Opportunity.

Attacks of Opportunity. By far this can be the most confusing thing in the game to new players. Attacks of Opportunity occur when a character moves through a hostile characters surrounding squares, or a square that the hostile character can make an attack into with a melee weapon they are using. AoO allows the hostile character to make a free attack as the other runs past him. Moving into an enemies space does not cause a AoO but moving out of their reach does. So running away the enemy gets a free shot in. Also performing a skill check that requires time (like lock pick) can cause an AoO, the rule is if the player is distracted and an enemy is close enough to hit the enemy gets an AoO

Spells. If a spellcaster is hit well casting they must make a concentration check to see if they maintain focus and can cast the spell. They roll a d20+Con+Concentration against a static amount (see the DMG) plus the amount of damage dealt.

Ready an Action. Players can ready an action to a specific event and that action can occur during someone else's turn. For instance "If the enemy mage starts a spell i am going to shoot him." if the mage does not cast than the player essentially loses his turn waiting for the mage to cast, but if he does his action plays the minute the mage casts.

Weird crap. Make a table up with something reasonable that favors the players (assuming it is not totally suicidal) if they do anything that there are no rules for (like cutting a chandler with an arrow so that it crushes the orc captain). Encourage them to do stuff like this, it makes it more interesting and gives a shot at in combat RP.

That's about all you need. The numbers come more and more quick as you play. Be prepared to have your stories ruined by players. Also don't be afraid to let them die, but don't intentionally kill them, and never be afraid to forge a dice roll in their favor (or once every so often against them).

Most of the game is a bunch of people sitting around joking and talking. you'll have fun, don't sweat making a mistake they wont know anyways. Ive done whole games where i had lost vital enemy stats and just winged it. The players never know and as long as you make up some numbers as needed it should be fine.

Just have fun with it.