Primer for Playing 5th-Edition Dungeons & Dragons


D&D

Dungeons & Dragons (D&D) is a fantasy roleplaying adventure where friends gather to tell a story together, guiding their adventuring characters against powerful foes and/or on quests for treasure, prestige, and fun. In D&D, each player creates a character and teams up with other adventurers (played by family and friends). This group (aka The Party) works together to explore ruins, mysterious caverns, haunted castles, etc. One player takes on the role of Dungeon Master (DM) to serve as the chief storyteller and game referee. The DM creates a foundational world and plans possible encounters and Non-Player Characters (NPCs) for adventuring characters to interact with. But players are free to drive the story in unexpected ways (knowing, of course, that actions have consequences: their characters might be killed, branded as criminals, etc.). The game normally has no set ending point; “winning” is measured only in terms of having fun and enjoying the interaction of friends.


Player Aids


Character Ability Scores (Statistics/Stats)

Ability Scores help determine what a character can do in the game. There are six ability score/stats:

Creating Ability Scores


Character Classes

A class is essentially a shorthand notation of the character’s adventuring role (profession) and basic skill set (what their specialized training allows them to do). As they increase in levels, all characters will choose an additional specialization track of learning within their class. There are 12 classes:

Note: Rangers in this campaign may use the Unearthed Arcana Ranger Revised description of the class: Ranger Revised .pdf

Class Expectations and Notes

Levels and Training


Player Character Species

As the most common people in this D&D campaign are humanoids: Humans, Dwarves, Elves, Halflings, and Gnomes, those are also the expected player character options in this campaign. Each species has certain advantages and bonuses to their statistics and/or other skills common to most of their kind (which, in this setting, may differ somewhat from the core book versions due to how the species evolved on the campaign world); some outlier individuals (and some closer to D&D standard), though, may certainly exist:

Campaign-Specific Species Notes


Class and Species Skills

When characters are created, they will establish proficiency in certain skills (functions in the game that they are good at).

Strength rolls test whether or not a character can overcome certain physical obstacles and challenges:

Dexterity rolls are used when feats based upon their agility and manual precision are in question:

Intelligence rolls are used when a character’s academic knowledge and ability to reason and extrapolate are in question:

Wisdom rolls are used when a character’s instincts, senses, and experiences may increase understanding or guide actions:

Charisma rolls are used when a character is attempting to influence others:

Character Backgrounds

Background reveals where characters came from, how they became adventurers, and so on. Backgrounds provide characters with two Skill Proficiencies, appropriate starting equipment and wealth, and perhaps additional languages and/or Tool Proficiencies (PHB pp. 125–141). Some Standard Background choices include:


Proficiencies and Proficiency Bonus


Advantage and Disadvantage


Tools Proficiency: Locks and Traps

Lock Picking

Finding Traps and Concealed/Secret Doors

Disarming Traps


Automatic Skill Roll Successes and Failures

Many of the skill rolls in the game are based upon characters being in a hurry to accomplish them: they’re falling from the roof of a two-story house, being chased in a cavern by a bear, trying to sneak past alert royal guards, etc. In these instances, each attempted skill takes six seconds and success or failure may be the difference between life or death. On other occasions, a rogue might be resting comfortably in a room at the inn and have hours to carefully pick a lock. Now, any Rogue worth their salt with the right tools will eventually pick that lock given enough time. In these non-critical should-succeed situations, likely no actual lock-picking rolls will be needed. The rogue just succeeds. Or the rogue will know fairly early into the process that they can never succeed with what they currently know or have.


Learning from Repetitive Skill Rolls

Occasionally in the game, a player will succeed at a particular skill roll, such as using Athletics (STR) to climb a back alley fence in their home neighborhood. A single success at climbing this fence doesn’t guarantee future success, but there does come a point where if a character climbs it most every day, they will “learn how to do it” without fail. As long as the environment of the skill check doesn’t change too much (pouring rain, footholds are icy, or someone greased the handholds) and the health of the character remains good, then when climbing this particular fence in a combat situation, the character will have a “lair advantage,” so to speak. No roll normally will be required for them to accomplish the feat. Note: the reverse may also be true: a character expecting things to be normal when they aren’t might automatically fail on their first attempt.


Immunity, Resistance, and Vulnerability


Starting Languages

Most characters will begin play being able to speak and write two languages. Character Backgrounds as indicated above may grant additional languages. Note: even if they do not select it as one of their starting languages, Rogues learn Hwelm, Druids learn Syllic, and Wizards learn Hemleeg basics, just enough to perform their Class tasks. But, to be regarded as truly “fluent” in the language, characters will need to be proficient in the language not just the subset.


Alignment

Alignment is a self-imposed behavioral goal. It is not meant to be a player or class restriction in this setting. It is role-playing. Alignment is up to players to determine what is right and wrong ethical behavior and the correct attitude for their own characters and friends. This is the case generally. Realize, however, that some deities may only accept religious followers who commit to adhering to the additive dual commitments that closely resemble the deity’s own.

Ethics

Attitude Toward Society


Role-Playing Characteristics

Work with the DM to flesh out your character by creating two Personality Traits, an Ideal, at least one Bond, and a Flaw. The PHB entries on Backgrounds have some suggestions and examples if you need help.


Content © 2015 John J. Beach and other D&D Content Creators who share their work online.