Typo corrections and adding Key Takeawayr section
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@ -8,9 +8,9 @@ categories = ['Player', 'Game Master']
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Role playing games are great fun and Dungeons & Dragons is the OG. If you are coming to D&D with no (or very little) experience or if you are simply overwhelmed by the torrent of advice online, then this series is ideal for you. In this series I will take you through the basics of role playing (and D&D specifically) introducing more complexity as you 'level up' your game.
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Role playing games are great fun and Dungeons & Dragons is the OG. If you are coming to D&D with no (or very little) experience or if you are simply overwhelmed by the torrent of advice online, then this series is ideal for you. In this series I will take you through the basics of role playing (and D&D specifically) introducing more complexity as you 'level up' your game.
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These articles are arranged in the manner of those old "Choose Your Own Adventure" books where you read a page and then at the bottom of the page you can select from several options where to go next. In the same way at the bottom of each article you will see choices for where to go next. These are marked with flags ('P' for player focussed articles, 'GM' fo game master focussed articles, and 'T' fo technical articles---these tend to be about the Foundry Virtual Table Top system, more on this later). Articles may be marked with multiple flags, don't panic, just follow the ones that interest you, you can always circle back.
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These articles are arranged in the manner of those old "Choose Your Own Adventure" books where you read a page and then at the bottom of the page you can select from several options where to go next. In the same way at the bottom of each article you will see choices for where to go next. These are marked with flags ('P' for player focussed articles, 'GM' for game master focussed articles, and 'T' for technical articles---these tend to be about the Foundry Virtual Table Top system, more on this later). Articles may be marked with multiple flags, don't panic, just follow the ones that interest you, you can always circle back.
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A lot of material online can be overwhelming. It is easy to be distracted by (even put off by) weird, arcane discussions about the game system, how spells combine, the problems with class 'A' of ability 'B', and so on. None of that in this series.
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A lot of material online can be overwhelming. It is easy to be distracted by (even put off by) weird, arcane discussions about the game system, how spells combine, the problems with class 'A' or ability 'B', and so on. None of that in this series.
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Let's start at the beginning (generally a good place to start) with a few questions...
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Let's start at the beginning (generally a good place to start) with a few questions...
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@ -20,7 +20,7 @@ No. At least not all of them and not all at once. This series will introduce the
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**Those books are *way expensive* do I need to buy them?**
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**Those books are *way expensive* do I need to buy them?**
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No. The core rules are available for free at https://dnd.wizards.com/resources/systems-reference-document. These are the 'Systems Reference Documents' (SRD). There's still a *LOT* of content in these and it is presented in a less than helpful order fo new players. But, it is there, it is free, and it is everything you need to get started (and more).
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No. The core rules are available for free at https://dnd.wizards.com/resources/systems-reference-document. These are the 'Systems Reference Documents' (SRD). There's still a *LOT* of content in these and it is presented in a less than helpful order for new players. But, it is there, it is free, and it is everything you need to get started (and more).
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**Holy Cow! That's a 400 page PDf!**
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**Holy Cow! That's a 400 page PDf!**
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@ -114,14 +114,20 @@ And so play proceeds.
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Don't panic. Your GM will help guide you through what dice to roll and when. You'll soon be anticipating what to roll and when.
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Don't panic. Your GM will help guide you through what dice to roll and when. You'll soon be anticipating what to roll and when.
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Okay, how does the GM decide on the target number for these dice rolls? Well, they make it up. If the GM is running a pre-made module the type of roll and the target number will be specifed in the module, but often your character will be trying something the module does not provide information for, so the GM will make something up on the spot. The harder the thing you are trying to do, the higher the target will be. Sometimes the GM will tell you the target but often they will not. It depends on the GM and whether they feel it will add to the fun if the player knows the target number. If you are planning on being a GM we will cover how we go about deciding this later. Sometimes the rules offer guidance, but the GM can ignore or modify this as they wish. For example, the Dungeon Master's Guide (DMG) says that a character can jump horizontally up to their Strength (one of your characters attributes) in feet if theyy have a run up of at least ten feet. Say Thrud had strength of 17 they can jump 17 feet horizontally. Why did the GM make the player roll a dice then? Perhaps they decided Thrud was tired as it was late in the day, or they had just been in combat. Perhaps the GM decided the terrain was unven warranting the roll. Whatever the reason the DMG says that a DC 10 Athletices check is apporiate for tricky situations. Is this wnat the GM was using? Who knows. Again it is up to the GM to decide the DC for the specific situation.
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Okay, how does the GM decide on the target number for these dice rolls? Well, they make it up. If the GM is running a pre-made module the type of roll and the target number will be specifed in the module, but often your character will be trying something the module does not provide information for, so the GM will make something up on the spot. The harder the thing you are trying to do, the higher the target will be. Sometimes the GM will tell you the target but often they will not. It depends on the GM and whether they feel it will add to the fun if the player knows the target number. If you are planning on being a GM we will cover how we go about deciding this later. Sometimes the rules offer guidance, but the GM can ignore or modify this as they wish. For example, the Dungeon Master's Guide (DMG) says that a character can jump horizontally up to their Strength (one of your characters attributes) in feet if they have a run up of at least ten feet. Say Thrud had strength of 17 they can jump 17 feet horizontally. Why did the GM make the player roll a dice then? Perhaps they decided Thrud was tired as it was late in the day, or they had just been in combat. Perhaps the GM decided the terrain was unven warranting the roll. Whatever the reason the DMG says that a DC 10 Athletices check is apporiate for tricky situations. Is this what the GM was using? Who knows. Again it is up to the GM to decide the DC for the specific situation.
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Offsetting the difficulty of the roll target, your character has innate abilities, skills, magic items, and other effects that make the task easier (or harder). All of these effects are represented by roll modifiers that you add to or subtract from the actual dice roll. The final number is then compared with the target and the GM narrates your success or failure.
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Offsetting the difficulty of the roll target, your character has innate abilities, skills, magic items, and other effects that make the task easier (or harder). All of these effects are represented by roll modifiers that you add to or subtract from the actual dice roll. The final number is then compared with the target and the GM narrates your success or failure.
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Why all the dice?
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Why all the dice?
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It would be perfectly possible for the GM to run this encounter without rolling any dice at all. Ther narrative would be identical, just no one would roll dice, the GM simply decides on the outcome of each action. If fact, this will happen a lot when the GM is trying to keep the story moving forward. As a player this should not concern you.
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It would be perfectly possible for the GM to run this encounter without rolling any dice at all. Their narrative would be identical, just no one would roll dice, the GM simply decides on the outcome of each action. If fact, this will happen a lot when the GM is trying to keep the story moving forward. As a player this should not concern you.
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Dice are a mechanism to introduce chance into the resolution of actions. They can be used to build tension into the story.
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Dice are a mechanism to introduce chance into the resolution of actions. They can be used to build tension into the story.
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# Key takeaways
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* You don't need to be an expert to start playing (as a player or a GM).
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* There are three phases to a TTRPG 'turn': Situate, act, and resolve.
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* The game system (rules) inform the 'resolve' phase.
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* The GM can choose to ignore, modify, or create rulings in order to make the game session flow and maintain the fun at the table.
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* Dice add a random element (fate, if you prefer).
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