this post was submitted on 20 Aug 2023
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I have some experience with games like Baldurs Gate or Divinity, but now i want to get into Tabletop DnD, but i have no clue where to start. I tried to get the starter pack from Wizards, but the newsletter sign up seems to be broken. Where can i find groups? Tips for character creation? Thanks you

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[–] EnglishMobster@lemmy.world 10 points 1 year ago* (last edited 1 year ago)

Groups are always going to be the hardest part.

Ask your friends/coworkers if they want to join you. Personally knowing people goes a long way. Even if you guys are just acquaintances, it's better than joining a group of strangers. Generally 5 is an ideal number (counting yourself), with 3 being a "minimum" for a good game. You can get away with 2 if an adventure is specifically designed for it, but generally the best experiences will be when you have 5-6 people total.

My last campaign I asked a group of co-workers if they wanted to play, and we wound up with a group of 4 that played every 2 weeks. I'm also in a campaign with my fiance's friend where it's 5 of us every week (my fiance was invited and she asked if I could come along, even though I didn't know the organizer originally). There's a third campaign where my stepdad asked me if I wanted to join him; we're a group of 7 meeting every 2 weeks.

But you still totally can join a group of strangers, if you want! As others have suggested, start by asking your local comic book/games shop. Places that sell Warhammer figurines are also good spots to start; there's a lot of overlap in the communities and typically they'll have DnD nerds too.


Once you have a group, the next hardest part is figuring out who will be the Dungeon Master. The Dungeon Master is the referee; they call the shots, decide what happens, and act as "the bad guy". The Dungeon Master is a player, too; they just have different responsibilities than the other players. It's a lot of work to be a DM, but it's very rewarding.

My first-ever campaign I became the Dungeon Master, because nobody else wanted to do it and I really wanted to play DnD. I didn't have a firm grasp of the rules, but I tried my best and worked with my players as much as I could. You want to make sure that they're having fun, and you want to facilitate communication as much as possible. Players will have lots of questions - "is it okay if I do XYZ?" "What gods should I worship?" etc. It's the DM's job to handle this sort of stuff and make sure everyone is on the same page.

This also applies to other things, as well. Typically the first session with a group is "Session 0", where everyone tests that everything is working and people are put on the same page. It's not expected that people play in session 0; the goal is to establish boundaries.

What themes are going to be in this campaign? Does the campaign allow guns, or is it strictly fantasy weaponry? What level do players start at? Are there any homebrew rules? How are player stats generated? Are people okay with descriptions of slavery? Sexual assault? Is it okay for players to romance other players? Where do people draw the line? You make these decisions in session 0 so everyone is onboard and comfortable - make sure everyone is heard and everyone has collectively agreed on where that line is.

A great example - a player I had in a campaign had arachnophobia, so I reskinned my spiders into something else for her (without telling her they were really spiders - I described them as giant rats).

Certain campaigns may have other rules. For example, some campaigns may exist in a world where magic is outlawed or rare - this means that spellcasters aren't common, and being able to do magic is an oddity or a crime. Other times there may be restrictions like "this takes place in a tropical jungle, so if you wear heavy armor your character will always be hot and may have issues."

It's up to the DM what rules exist in the world (or not). Even if it's an established setting/world, they may put restrictions on things they don't want to deal with. Some DMs will allow "oddball" races like Aarakocra (Jarnathan from the DnD movie is an Aarakocra). Other DMs ban them because they can fly, and flying creatures break puzzles - or they don't think a race like Warforged is a fit for their setting. Some DMs really care about your backstory so they can use it against you later; others are sticking to a script where you are a blank slate and your backstory doesn't matter.

If you suggest the campaign, it's very likely that you will wind up as the DM, unless you can con someone else into it. Some groups even rotate the DM, where 3-4 people serve as the DM with their own campaigns and each week it's a different person running things.


Only once the DM has been sorted and you've had your session 0 can you really think about character creation. Your DM can even help you come up with characters during session 0, if you'd like (that's part of the reason why session 0 exists).

Every campaign will be different. The rules on what kinds of characters will be good fits will always change. Some DMs are very combat-heavy; others will go weeks without a combat encounter and rely heavily on roleplaying and intrigue. You can't really come up with a "best" character because you will always have strengths and weaknesses; you might be good at combat but bad at puzzles.

Either way, you should strive to have a balanced party. Generally you want a "Striker" (max single-target DPS), a "Scout" (stealth), a "Face" (high Charisma, good at deception), a "Blaster" (max AoE), a "Controller" (control where people can or can't go), a "Defender" (tank, draw aggro, protect your squishies), a "Healer" (take a wild guess), a "Librarian" (high knowledge/investigation), a "Support" (apply buffs), and a "Utility" (out of combat magic).

Of course... you don't have that many characters! So you pick and choose which roles your party is lacking, doubling or tripling up on some roles. For example, the Healer is frequently dropped entirely because combat healing isn't very good in DnD. The Blaster is often also the Librarian or Face, the Striker can be the Scout, the Controller can be Utility, etc. You need to look at what everyone wants to play and figure out where the party is lacking, then create a character to fit that gap.

The "standard" party is generally "Cleric, Fighter, Rogue, Wizard". Each character is usually covering multiple roles (although classes will handle some roles better than others). Note that in Baldur's Gate you run into all those exact classes within 5 minutes after the tutorial... almost like the devs did that on purpose!

You don't have to run that exact party, but it's a good guideline for how you should build a party. Druids can substitute for Clerics or Wizards, Barbarians or Paladins can substitute for Fighters, Monks or Rangers can substitute for Rogues, Sorcerers/Warlocks can substitute for Wizards, heck even Warlock/Wizard can substitute for Fighter with the right build.

A lot of builds you see online will be "minmaxed" builds. They'll do things like multiclassing and bending the mechanics of the game until they break. Your DM may not allow this. Get a vibe for what's okay or not before just grabbing builds online just because they seem powerful.


A helpful resource is DnD Beyond. They have guided character creation and interactive character sheets. Game mechanics are turned into easy buttons and stuff is calculated automatically instead of making you do math.

If your campaign is on DnD Beyond and someone has bought books through them, they can opt to share those books with everyone in that campaign. This lets you have access to content you'd usually need to buy just because your friend has it - very handy! IRL you'd just share the book, but DnD Beyond makes it very easy.

I hope that helps!

DnD is a lot of fun, but the challenge is always in keeping the group going. It's very easy to miss a session and have the whole thing fall apart. Make sure that standards are set and that attendance is expected (with exceptions, of course). Most campaigns will never be completed; they die to schedule conflicts after a year or so. That'll be your eternal enemy, so do your part in trying to fight it.

[–] stebo02@sopuli.xyz 9 points 1 year ago

The easiest way to start with character creation is by using dndbeyond.com

Unfortunately, the more advanced features on this site are paid, so once you're ready to try more advanced features, use 5e.tools and fill in your character sheets manually.

[–] jesterraiin@lemmy.world 7 points 1 year ago (2 children)

https://www.polygon.com/deals/21294556/dnd-how-to-play-dungeons-dragons-5e-guide-spells-dice-character-sheets-dm

I disagree with some of tips given in this article (for example, Session 0 is a waste of time), but in general it provides good information and useful links.

[–] Thyrian@ttrpg.network 8 points 1 year ago (1 children)

I disagree with your disagreement. Sure, if you already know your party and everyone is experienced, you can skip it, but if you start as a new player group, it is well invested time, that should be used to get to know each other and lineup expectatios.

[–] jesterraiin@lemmy.world 1 points 1 year ago (1 children)

These things should be part of in-game experience.

Sitting there and discussing stuff rather than doing it, is a waste of time.

[–] entropicdrift@lemmy.sdf.org 1 points 1 year ago (1 children)

Depends heavily on the group IME. For instance, some players will only have a good time if they know what others are expecting from them in advance, while others prefer to just get started and see what happens.

[–] jesterraiin@lemmy.world 1 points 1 year ago (1 children)

If the group consists of people who come there in good faith and are determined to have fun, no Session 0 is needed. Whatever problems will arise on the way, are going to be dealt with in mature way.

And if the group features bad faith actors, then no amount of discussion prior to the game will prevent a disaster from happening.

[–] entropicdrift@lemmy.sdf.org 1 points 1 year ago (1 children)

I don't like thinking of individuals as simply "good/bad". Some people grow frustrated with trying to engage creatively without specifics, others grow frustrated with overly narrow roles, still others get upset if everyone just builds what they want with no regard to team balance.

It really depends on the individuals involved whether people are going to get salty over unstated expectations. Setting vibes, expectations, and integrating characters with the setting are all worth doing, and for many players they need to be done in advance in order for them to feel included.

[–] jesterraiin@lemmy.world 1 points 1 year ago (1 children)

I never said that individuals are "good/bad". I said they approach the game with either good faith or bad faith, which is radically different to what you're talking about.

[–] entropicdrift@lemmy.sdf.org 1 points 1 year ago (1 children)

Yet your argument still ignores all nuance. I just chose to simplify the phrasing since it boils down to the same thing: "good group doesn't need session zero and bad group isn't helped by it". You may as well use the same argument to repeal all criminal laws, since good people don't commit crimes and bad people will do bad things anyhow.

Now you're just doing some pedantic backpedaling, as though it changes the fact that your argument hinges on a false binary.

[–] jesterraiin@lemmy.world 1 points 1 year ago* (last edited 1 year ago) (1 children)

Yet your argument still ignores all nuance. (...)

There are no nuances needed to be acknowledged in this specific distinction. People playing in good faith, WILL try to overcome any obstacles according to their experience, skills and maturity. People who don't, will invent problems and actively search for them rather than focus on solutions. Neither needs Session #0.

good group doesn’t need session zero and bad group isn’t helped by it

It's absolutely wrong take on the dillema. GOOD group doesn't have to play in good faith - they are good players, experienced veterans, that know the art of role playing well. But they don't have to put all their skills into good outcome. They may, for many reasons try to undermine the experience, break the game, test the ruleset for weaknesses, focus on one singe aspect of the game (for example, on combat) rather than on the whole adventure. And the other way around - bad gamers, clueless and inexperienced might still try to save their game, make the best of it.

As you can see, what you're discussing is wildly different to what I've been talking about.

Now you’re just doing some pedantic backpedaling, as though it changes the fact that your argument hinges on a false binary.

From where I sit - it's you who didn't think through your position and when asked about details became passively-aggressive. Usually a strong hint that you feel you're/were wrong.

And it's ironic that you simultaneously accuse me of lacking nuances and simultaneously of being "too nuanced". 😬

[–] entropicdrift@lemmy.sdf.org 1 points 1 year ago* (last edited 1 year ago)

I didn't acuse you of being too nuanced. I accused you of being pedantic, which you were in both your previous comment and on the one I'm replying to right now because you've been making this an argument over semantics.

It's absolutely wrong take on the dillema. GOOD group doesn't have to play in good faith - they are good players, experienced veterans, that know the art of role playing well. But they don't have to put all their skills into good outcome. They may, for many reasons try to undermine the experience, break the game, test the ruleset for weaknesses, focus on one singe aspect of the game (for example, on combat) rather than on the whole adventure. And the other way around - bad gamers, clueless and inexperienced might still try to save their game, make the best of it.

I never said "a group of good players" or "a group of bad players". I think it's extremely obvious from context that by "good group" I meant the scenario you were talking about, so "a group of people playing in good faith", and likewise meant "a group not playing in good faith" when I said "bad group".

You're still making this an argument over terminology (literally an argument over semantics) rather than addressing my point, which is that the thrust of your argument hinges on a false binary. Groups with players playing in good faith can still grow frustrated with each other, such as when two different existing friend groups are playing together for the first time and there are two competing ideas about how best to play or communicate. Different people are comfortable with different things and a session zero can help eliminate a lot of that friction, especially in groups with lots of new players.

Otherwise you might find your sessions devolving into pointless arguments over semantics due to a simple miscommunication, for instance. I'd much rather have this debate with you before a game ever started rather than mid-session.

As far as I can tell we're both trying to engage in good faith, but talking past each other. If I knew you had no tolerance for the kind of conversational context I relied on with my initial comment in advance, I wouldn't have said "good/bad" as shorthand for "people playing in good faith/people playing in bad faith" and we would've finished talking about this already. This type of miscommunication is extremely easy to avoid in-game by using a session zero to establish everyone's communication styles and gameplay preferences in addition to integrating characters with the setting and balancing the party composition.

[–] EmpeRohr@lemmy.world 2 points 1 year ago

Thanks i will read it

[–] spittingimage@lemmy.world 5 points 1 year ago

There's probably a gaming shop in your neighbourhood which will either host games or have a message board for GMs looking for players. The best way to learn is to jump in with both feet. Most experienced players will be happy to help a newcomer get to grips with it.

[–] Moobythegoldensock@lemm.ee 4 points 1 year ago

Here’s a free copy of the Basic Rules.

I would recommend buying a Player’s Handbook if you want to be a player and add on the Monster Manual and Dungeon Master’s Guide if you want to DM.

https://roll20.net is a good site for online play. I believe you can also find games on there.

My biggest tip on character creation is to read through the stat blocks and think a couple levels ahead. Generally, you want to allocate stats:

  • Your best stat should go to the main stat for the class
  • Second best stat generally goes to Constitution.
  • Third best stat goes to second stat for the class (example: Charisma for paladin) or planned subclass (example: intelligence for Eldritch Knight.) If neither of these apply, put it in Wisdom.
  • The rest of your stats can go wherever, it doesn’t really matter.

Do that and your character will at least be decent.

[–] slyflourish@ttrpg.network 3 points 1 year ago
[–] chrizbie 2 points 1 year ago* (last edited 1 year ago) (1 children)

Keeping dibs on this post, I'd love to know as well

[–] EmpeRohr@lemmy.world 1 points 1 year ago

So another noob here?

[–] FreezerBurn@lemmy.world 2 points 1 year ago

As someone else already said on here start at your local game or comic shop. They almost always have a D&D night we’re you can jump in with either your character or a premade and learn the system. The main rule is just have fun with it.

[–] fhein@lemmy.world 2 points 1 year ago

Tips for character creation?

What kind of tips are you looking for? Do you mean that you want to create characters with a lot of depth and backstory? Or do you want to min-max and create a very powerful character? Or just some general tips for how to come up with ideas? There are a lot of resources on youtube, and for example if you're interested in roleplaying and character depth I think Ginny Di might provide some ideas and suggestions. I don't have any links for min-maxing because I don't play that way myself, but I'm sure those exist too. If you only want a little inspiration to get started I think a character generator can serve as a starting point, and you can modify and/or expand on the random character until you get something you like.

Personally I find a lot of inspiration in watching professional DnD (there are indeed people who get paid to play TTRPGs), such as Exandria Unlimited: Calamity which is a prequel/spinoff to Critical Role (a group of voice actors) and a collaboration with Dimension 20 (a group of comedians). Just don't expect all your home games to be like that, at least not in the beginning.

As for finding groups, you could be the first person to post to /c/dnd_lfg@lemmy.world :) If you live in Sweden there's the Sverok national organization that sponsors tabletop and rpg clubs all over the country. Otherwise you could try finding a local store which sells these kind of games and ask there.

[–] Sandra@idiomdrottning.org 2 points 1 year ago

Welcome to D&D! Here are my own recommendations, TL;DR: if you can find the original 5e starter set with the green dragon, start there!

[–] RecursiveParadox@lemmy.world 1 points 1 year ago (3 children)

Tagging a long with this message and maybe it will help OP, but is there a central "home" for DnD in the Fediverse?

[–] bionicjoey@lemmy.ca 4 points 1 year ago

This community is a good one, there is also an instance: ttrpg.network as well as pathfinder.social

[–] rocker@kbin.social 2 points 1 year ago* (last edited 1 year ago)

I found !ttrpg.network (not sure how to link from kbin, but that's what i search for) and it seems to have a lot of good, active communities. Other than that, I haven't found anything more populated.

@EmpeRohr Off the Fediverse, dndbeyond.com and 5esrd.com are actually more than sufficient to get someone started. I do recommend trying to get either the starter or essential's kit because you'll also get the digital version on dndbeyond.

[–] EnglishMobster@lemmy.world 2 points 1 year ago

https://ttrpg.network/ is the fediverse home for DnD and any other tabletop roleplaying game. It's based on Lemmy.

There's also https://pathfinder.social/ for specifically Pathfinder (which is related to DnD but is technically a different system based on an older version of DnD).