I'm new here, and I'm gonna come in swinging, I suppose.
I'm basically trying to learn how to play Dnd fifth edition. I'm assuming nothing about your familiarity with the game in this post. I'm going to be using a module that I got from the DnD starter pack. I didn't come up with it, it's from Wizards of the Coast, as far as I'm aware.
I've decided to close recruitment on this, since we have five people already.
Everyone starts at level 1.
Basically, I want this to be a mutual learning experience. That means I want you all to care about the rules and want to learn and apply them. Does that mean we'll always follow the rules in every case? No, but the point is that you want to learn how to play DnD fifth edition with me. That doesn't mean we'll be super formal or anything, it just means we want to learn how to play.
Here's a link to the player's handbook, pdf version: https://dnd.rem.uz/5e D%26D Books/D%26D 5e - Players Handbook (Small).pdf
But it also means I want you all to make characters. Which will probably the most work out of any single thing in the whole process for you. I can help you with this, and anyone who wants to play can post questions here.
Here are the steps:
1. Decide what race you want to be:. For this adventure, and for the purposes of simplicity, I'm going to limit you to being human (well-rounded bonus), elf (dexterity bonus), dwarf (constitution bonus), and halfling (dexterity bonus). Dwaves can be hill dwarves(wisdom bonus), or mountain dwarves (strength bonus), and elves can be forest elves (or wood elf) (wisdom bonus), or high elves (intelligence bonus). Half-lings can be stout (constitution bonus) or lightfoot (charisma bonus). The chapter covering races starts on page 13 of the pdf document.
2. Decide what class you want to be. This comes with A LOT of variety. Don't think to deeply on this, and don't worry about things like what deity your cleric worships or anything like that. Just think of it in terms of play style. I'm just going to put a list here and a brief description of each, and which ability score you want to be the highest for them (in parenthesis). The chapter covering classes starts on page 39 of the pdf
Barbarian: Brute strength fighter, higher average health. (strength) -Equipment: Light and medium armor, shields, simple and martial weapons
Bard: The book describes them as "magicians" but I believe they're also decent melee fighters. (charisma) Equipment: Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
Cleric: Clerics are fighters, but they also use spell casting, and typically know healing magic. (wisdom) Equipment: Light and medium armor, shields, simple weapons
Druid: Magicians that use magic related to nature, and being in commune with animals. Maybe like a hippy, more magic focussed cleric. (wisdom) Equipment: Light and medium armor (nonmetal), shields (nonmetal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Fighter: Well rounded fighting class, not likely to use magic in battle, though I think that varies (strength or dexterity) Equipment: All armor, shields, simple and martial weapons
Monk: Fighter, but one who's strength is derived from being in touch with ki, a spiritual force. (strength AND dexterity) Equipment: Simple weapons, shortswords
Paladin: Holy knight. You're a melee fighter who gets special powers from being pure of soul. In my game you must have a lawful alignment to be a paladin, which means your character must be played as honorable, and rule following. (strength AND charisma) Equipment: All armor, shields, simple and martial weapons
Ranger: Like a druid in reverse? You're a fighter with some nature type magic (Dexterity AND wisdom) Equipment: Light and medium armor, shields, simple and martial weapons
Rogue: A fighter that's good at sneaking around and good with deception. (Dexterity) Equipment: Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
Sorcerer: Some sort of spellcaster. (Charisma) Equipment: Daggers, darts, slings, quarterstaffs, light crossbows
Warlock: Spellcaster who's magic derives from a bargain with a spiritual entity. (Charisma) Equipment: Light armor, simple weapons
Wizard: Spellcaster who's magic derives from study. (Intelligence) Equipment: Daggers, darts, slings, quarterstaffs, light crossbows
Step 3: Determining your six ability scores, Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. This can be done with just taking the "standard array", 15, 14, 13, 12, 10, 8. You just decide which ability score you want to have which number. This is a "safe" way. You have a couple of very good scores, two good scores, one average, and one below average. Or, you can roll. This means you can get an ability score as high as 18, which is very good. But it also means you can get one as low as 3, which is terrible. What you do is roll four six sided die (or one four times) and drop the lowest, and that's your ability score for that ability. so if you roll three six's and a one, your ability score is 18.
That should get ya'll started for now. I'll help you develop further and make an actual character sheet if people seem interested in this.
Other important pages: p. 136 is starting armor and p. 140 is starting weapons. p. 118 is where backgrounds start.
Note: On what to expect in the actual game...I'm not going to expect people to make huge posts or to be the best writers in the world. I just want people to be clear on what they're character is doing, and don't be afraid to ask if a particular action is ok.
ADVENTURE HOOK: You are in the city of Neverwinter when a dwarf (possibly a friend or distant relative), Gundren Rockseeker, hires you to escort a wagon to Phandalin, a frontier town that sits against the Sword Mountains. Gundren has gone ahead with an old warrior, Sildar Hallwinter, to attend to some business in town while you follow with the supplies. You will be paid 10 gold pieces each by the owner of Barthen's Provisions in Phandalin when you deliver the wagon safely to the trading post.
Notes: This game takes place in the Forgotten Realms universe, specifically in the Sword Coast region. Here is a map of that region (we're probably only going to be visiting a tiny part of it, at least for now): http://media.wizards.com/2015/images/dnd/resources/Sword-Coast-Map_LowRes.jpg
Posted on 2017-01-31 at 00:32:20.
Edited on 2017-02-06 at 22:20:41 by Lano
Alright Newbie, I'm trying to learn fifth edition myself, so I'm in. I'll drop a character on you after work.
A word of advice - the pace around here isn't like the rest of the internet. If you're posting two DM updates a week you're really bookin'. That said, it's also a cozy place that a lot of us think of as home. So get yourself a drink, kick your feet up and relax. Welcome to the Inn!
For now, I'm sticking to the official player's handbook, but if you have something you really want, I'm honestly open to ideas. But this is something very new for me so I want to get into a rhythm with the basic schemata before I go experimenting with other stuff. rnrnSo expect me to make mistakes, while I also try to be open to suggestions.
Okay... well I kind of halfway rolled dice on the character options you gave us.
I will be playing a Dwarf Warlock, using the Great Old One pact. A quick glance at wikipedia gives me a few ideas for my patron - I will be utilizing the Outer God C'thalpa (maybe styled Ktalpa, for Dwarfy reasons) if that is OK with the DM.
What I know:
1. Character will be a bit mad.
2. Alignment will be chaotic good.
What I don't know:
1. Starting level
2. Anything else
Posted on 2017-01-31 at 23:52:26.
Edited on 2017-01-31 at 23:52:49 by Schnozzle