Info for players new to tabletop in The World of Hrrath - | World Anvil
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Info for players new to tabletop

Howdy!

Welcome to the world of Tabletop Roleplaying games! We are glad to have you here.   Its basically like a group improv game. One person (thats me) is the Dungeon Master. They create the world. Everyone else is a Player. They create and play as characters who do adventure stuff.   Essentially, I describe the world and fill it up with stuff, and you get to be really cool and do adventure stuff.      

Characters

  You will have a character sheet that defines what your character is like, what they are good at, etc. You get to decide all of this stuff. Remember, your character will likely change over time as you adventure, expand their personality, and grow stronger.   You create a character by defining the following things..

Stat Array


Roll 4d6 (4 six sided dice) and drop the lowest number. Find the sum of this and write it down. Do this 6 times in total.
Now assign these numbers to an ability score
Strength - How strong you are. Affects melee weapons and athletic stuff like smashing objects, forcing your way into doors, and swimming or climbing
Dexterity - How agile you are. Affects ranged weapon attacks, your ability to naturally evade being hit (also known as armor class or AC), and many skills like stealth, acrobatics, and slight of hand
Constitution - How able bodied you are. Affects your max HP, how likely you are to be affected by a booze, alcohol, sickness, or poison.
Intelligence - How book-smart you are. Affects your ability to cast spells as a wizard or artificer, as well as skills like investigation, history, and arcana.
Wisdom - How aware you. Affects your natural awareness, Ki for Monks, and being able to determine if someone is lying. Essentially, it is your street-smarts. Affects cleric's casting.
Charisma - Your force of personality, how likable you are, and how well you communicate. Affects any skill related to communications, and casting for Warlocks, Sorcerers, and Palidans

Class

  • Artifcier - A magic engineer
  • Barbarian - A fierce warrior who can enter a battle rage
  • Bard - An inspiring magician whose power comes from creating art, typically in the form of dance, rhetoric, or music
  • Cleric - A holy champion who uses divine magic in service of the Gods
  • Druid - A priest of nature, uses nature magic
  • Fighter - A master of weapon-based combat.
  • Monk - A master of martial arts who seeks spiritual and bodily perfection
  • Paladin - A holy warrior bound by a sacred oath
  • Ranger - A hunter who specializes in slaying specific prey
  • Rogue - A steathly, sneaky person who can do sneak attacks. Very good for skills
  • Sorcerer - A caster whose magic comes from their bloodline or a arcane gift
  • Warlock - A caster whose magic comes from a deal with a powerful entity
  • Wizard - A caster whose magic comes from study

Race

What type of humanoid you are. (Dwarf, human, elf, etc)

Background

What you did before you were an adventurer. Backgrounds give you extra starting equipment and skill proficiencies

Skill Proficiencies

What skills you trained in. Your race, background, and class defines these, although can usually chose some from a list from you class.

Equipment

Stuff your character owns

HP

Your hit points. You are knocked out if this reaches 0.

AC


Armor Class - The higher this is, the harder it is for an enemy to hit you. Its increased with tougher armor, higher dexterity, and certain spells.

Personality/Ideals/Bonds/Flaws

Notes about how to play your character. These are basically all defined by you. They dont have much of a mechanical effect, but writing this stuff down helps to remind you of what your character is like   [More to be added soon, work in progress]      

Combat

When combat begins, you will be asked to roll initiative. This means you roll 1d20 then add your dexterity modifier.
Combat is split up into rounds.
On each round (which represents 6 seconds of time), every creature fighting gets a turn. Turn order is decided by who has the highest initiative roll, as the highest initiative roll goes first, then the next lowest, until everyone has had a turn. After that turn, the next round begins with the highest initiative roller's turn.
For each turn, you get...
  • 1 Action (such as an attack, casting a spell, using an item, etc)
  • 1 Bonus Action (Your class will determine what your bonus action can be. Everyone can attack with their off-hand weapon as a bonus action, although you dont get to add your proficiency bonus to the roll.
  • The amount of movement equal to your movement speed (on your character sheet)
Combat ends when both sides stop fighting.  

More info


Rules


Dnd 5th Edition Wiki - http://dnd5e.wikidot.com/    

Dnd Shows


I recommend these if you want to see how DnD looks when it is played   Acquisitions Incorporated - Basically DnD The Office. Has the people who make the Penny Arcade in it.   Critical Role- A bunch of voice actors all play dnd. A great introduction to dnd. Narrative Declaration - A pathfinder 2e group featuring Paizo staff and voice actors from Ogre Poppenang https://www.youtube.com/watch?v=6ahRLBPYEXw

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