Lost Wolf said:
I've never played DnD, but my friend does and I draw the characters.
Could someone give me a like, overviwe of how it works? I'm just cuirious.
*Cackles in goblin* Oh, you poor fOOL!
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Okay, so, D&D. Five 'editions', you'll mostly hear about 5e because that's the most recent one, but 1e is also decently popular with the masochists. 5e is pretty much just easier 1e with more customization & less limitations.
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You start off by making a character. What I do first is determine 'stats'. There are three main ways to do so. First, you just use the basic list of numbers they give in the Player's Handbook and put them where you like. Second, you get a set number of 'points' to spend on your ability scores as you see fit. And third, my personal favorite, rolling. You take four six-sided dice (d6), roll them, then drop the lowest value. Add the remaining, repeat another five times.
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Ability Scores, or stats, are the six values that determine a LOT about how your character fares in-universe.
Strength: Pretty self-explanitory. How much you can carry, how good you are at whacking shit, etc. If your character is going to be a 'smash a with b' type, Strength is your thing
Dexterity: Also self-explanitory. Flexibility and sneakitude. You wanna Assassin's Creed your way through a dungeon? Dexterity everything
Constitution: Literally just how good you are at being alive. Low Constitution means less health, high Constitution means more. That's pretty much it for a majority of players
Intelligence: Your book-brains. Knowing algebra and history and shit like that, also VERY important to ye olde wizards and sorcerrors
Wisdom: Street-smarts. Common sense and the like. This is for druids, clerics, rangers, really any class that's kind of half-way bewteen all-magic and all-stabbing
Charisma: Your people skills and intimidation abilities. This is mostly for bards and paladins
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Races will give you certain bonuses to your ability scores. Example, humans get a +1 to all their stats just for being human. It might also affect your alignment, depending on what you choose.
Human: The most basic of bitches, but there's a decent benefit to being boring and everywhere
Dwarf: Short, stout, and even the women have beards. Plus two 'subraces' to choose from, Moutain and Hill Dwarves
Elf: They're supposted to be uncommon, but nearly every adventuring party has one or two of 'em. Three subraces, High, Wood, and Dark. Dark elves are also called Drow and they worship spiders, it's going to come up eventually
Half-Elf: No subraces here. Basically the best of humans and elves in general personality, so everyone likes 'em
Dragonborn: Lizard man, but with fire/acid/poison/lightning/frost breathe. The official race has no wings or tail though
Halfling: Humans but short and nice
Gnome: Humans but short and genius
Tiefling: Or, why you don't deal with demons. The gods of good will curse your family line to forever resemble axolatols but on land
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Classes are what you do, and how you go about life.
Fighter: You either stab people, bash people, or shoot people
Wizard: Wave a wand/staff/hand, and things happen. Limited charges though.
Rouge: Sneaky-stabby-stealy types
Assassin: Sneaky-stabby-MURDER types
Druid: Like wizards, but for nature
Cleric: Like wizards, but religious
Ranger: Mix a fighter, rouge, and druid together. A sneaky-stabby-spelly type
Monk: Beat people to death with your fists or maybe a stick. And your fists are on fire
Paladin: Clerics, but considerably more stabby and they HAVE to be either the goodiest of good bois or the most nastiest of crime children
Bard: You can sing people to death. No, really, there's an actual spell that Bards can get where they say a word and the target just dies. Shit's wild, man
Barbarian: Hulk smash, the job
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There's a bunch of 'homebrew', or non-official classes and races that people have made, too, so have fun with that. Check with your Dungeon Master (DM) before you get too crazy though.
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Dice are everything. Love them, carry them with you, build them a tiny throne to rule your life from. Worship these little plastic polyhedrals or you will die. Remeber to sacrifice a goat once a month to the dice gods for favorable rolls.
d4: Four sides. Usually either pyramids or long columns with rounded ends. In the case of the pyramids, the number that is in it's standard orientation is the value rolled
d6: Your standard 6-sided die. A cube
d8: Eight sides, smash two pyramids together for a 3-D diamond and you've got a d8
d10: Ten sides, usually come in pairs. You roll percentages from them. One will typically have 0-9 on it and the other will have 00-90 in increments of ten. The zero value indicates 'ten'. If you need to roll percentage, choose one die as the 'tens' value and the other as the 'ones'. If you rol a 0/00 on the 'tens' die and anything BUT a 0/00 on the 'ones' die, that first 0 counts as an actual 0, not 10 or 100. If both come up 0/00, you rolled a 100
d12: It's got 12 sides, and they're shaped like pentagons
d20: The penultimate die. You roll EVERYTHING with this one. To hit? d20. Checking for traps? d20. Doing a headstand, spinning like a top, then backflipping onto a nearby fencepost? d20.
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That's just the bare basics. There's also stuff like backgrounds and equipment, but that's not important.
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The MINIMUM you need to get into D&D is the Player's Handbook (Around $40-$50 I think?) and a set of at least one of each die type listed above. There are some other books that you can get if you go deeper, like the Dungeon Master's Manual or official campaign books.