Do's and Don't's first time playing DnD

So I'm having my first game of DnD next Saturday, so I'd appreciate any advice anyone can give here.

remember that the gm should make up like half the rules

Don't be That Guy.

Don't get caught in the rules. You learn most of them as games roll on.

Just play.

Have fun.

In regards to character creation and choosing a class?

Try not to lie about rolls, or if you do not often.
Adversity can be fun

DO:

Try to have fun

Respect the GM

Respect the other players

Remember personal hygiene

DONT:

Be a dick

Bring fetishes into the game

Be That Guy

Don't play D&D.

away with you

Roleplay a dorf by getting piss drunk before playing

Not saying all of D&D is bad, but the two editions OP is most likely to play most definitely are.

What edition?

3.5 and 4?

Be Prepared to die. Once you die once. It all gets better. A lot of bad behavior comes from not being able to let go of the investment we put into the character, who just becomes a insert of ourselves.

We're playing 5th edition

3.5 and 5e.

>just make sure you don't have the wrong kind of fun
Every thread

It's considered polite to bring a sacrificial goat on your first. Most groups set up a rotation afterwards, to avoid those awkward moments when two people bring an ewe to the same ritual.

It is mandatory to bring your own knives and candles, though. That's an everyday thing, don't forget.

Don't trust those filthy elves.

wear pants.

>3.5 and 5e
>definitely are bad
>definitely
>being 100% sure of an opinion
Dipshit

FATAL is definitely bad. 3.5 is crunchy, not necessarily bad. Different people have different tastes, I prefer 5e as a substitute for regular old AD&D. You prefer being a dipshit.

Get out of here, you're dead, you don't exist anymore

Don't play a Ranger, don't play an Elemental Monk. Other than that, you're golden.

What's wrong with those particular classes?

The GM has an adventure in mind. The GM will drop clues or "hooks" that will get your character involved with the adventure.

TAKE THE CLUE, GRAB THE PLOT HOOK.

DO NOT SIT IN THE TAVERN WITH YOUR BACK TO A CORNER AND SCOWL ALL NIGHT.

I've had players do this to me. I now leave them in the tavern and refuse to engage that character in any way.

Do you have your own dice set? If no, check with your DM quick to see if they have a set they can lend.

Don't grab other people's dice without asking first. Some people are weird about their dice.

10 ft poles exist for a reason. Buy two. Even if you're not the corpse.

They're poorly designed. Elemental Monk gets charged way too much Ki for its abilities, leaving them unable to make good use of them, and Ranger doesn't really shine at anything. Also, the animal companion version can't have them and their animal act on the same turn, which defeats the purpose of having an animal.

See to resolve those issues.

remember that it's a cooperative game. There are no rules limiting what the DM can do, therefore it is not a DMvsPlayers game.

Don't complain mid session.

This is a do or a don't?

Depends.

In person game? Do. Online? don't.

>some people are weird about their dice

This is the realest shit. I once borrowed in the heat of a crit another player's d6. Turns out he was using that to keep track of some class resource.

He was buttmad

just... write the number down?

No matter how funny you think it is, raping a character is never a good idea.
Raping the players is even worse.

Ranger is fine, just use the revised version they released instead of the one in the PHB.

As for the elemental monk... eh, probably drop most of its ki prices by one as a quickfix. It works fine enough as is, it's just if you play it the way it's written you don't get to do much of your specialty (avatar style element bending) very often, even though it's not really strong enough to warrant being that sparingly given.

If it changes really often, then you'll just end up either taking up all your space or erasing a hole though the page. Trust me, been there.

Then just have an extra sheet of paper laying around for it. Or a stack of sticky notes. cross out the old number, write the new one.

Or god forbid, don't have the attention span of a squirrel.

Or you could ask before grabbing other people's stuff.

having multiple pools of resources can make the attention span thing harder. and separate sheet means you have to remember to bring them every time, or can run out.

Dice are something you always bring no matter what class you're playing, most Veeky Forumss carry a set on their person if nothing else just to use as life total and counters in MtG, And they're reusable and never run our of rolls.

I didn't mention this because i figured it was implicitly obvious. But at the same time, there are more effective ways, albeit with their own ups and downs.

and this, honestly, i can understand. My group is really new to the game, so i've had to end up remembering half of their stuff, building their characters, how their spells work, all that shit.

And i'm not even the DM.

>and this, honestly, i can understand. My group is really new to the game, so i've had to end up remembering half of their stuff, building their characters, how their spells work, all that shit.
>And i'm not even the DM.
I know that feel.

It's ok if your character is useless in every sense of the word, that happens half the time in DnD, just suicide it and reroll til you find one that can do something. Or go caster and never look back.

get a load of this guy

DO NOT METAGAME.

My first time DMing, I had a guy keep asking me if he could make stuff like Hydrochloric Acid and such on a regular basis. Basically, Don't try to make a thing from modern day, and if you do, don't do it repeatedly.

Asking to make something like a revolver eventually? Reasonable.


Asking to make Chlorine TriFlouride? NO.

Do not listen to this guy. Do not go around randomly suiciding your characters. They are characters, portrayals of hypothetical people. Give it some dignity. Give it a proper story.

And if you just absolutely hate the experience you're having with a particular character you're playing, then just ask the DM about it. Maybe they can help make some adjustments that make it better. Or, if it really is unsalvagable, they can at least give it a proper story-relevant ending, something that helps solidify the tale as opposed to just a random death out of nowhere in a section that wasn't meant to give any sense of danger. Maybe even have the character come back as an npc.


Think of it in fiction terms. PCs are main characters. They shouldn't leave the story as redshirt #5. It belongs in a fittingly perilous scenario, if it's a death, or given a valid explanation if not. And that's how non-suicided DnD characters normally leave the campaign, either dead or permanently injured in a tough fight, as a heroic sacrifice of some sort, or having an actual hammered out reason for leaving the story. As main characters.

Please, please do not do the lolrandumb "guess I'll just go jump off a cliff" thing I beg of you.

>Asking to make something like a revolver eventually? Reasonable.
>Asking to make Chlorine TriFlouride? NO
I mean... that depends on your character.

Is he an alchemist? Does he have ranks in craft alchemy, but none in craft gunsmithing, nor any gunsmithing feat? Probably more reasonable he could make the chlorine thing.

Seconded, and Checked.

Keep trying with your characters, and talk to the DM about a fitting death if you really need to.

Do play something else.
Don't play DnD.
If you do insist on playing it, shut your brain off and try to get excited for wailing on monsters with a sword for hours, once a day each week for months or years for nothing in return but exp and gold.
Never try to roleplay your character or do things besides that because the system will lash back at you in rage and you'll find that you're not enjoying it anymore. It simply isn't built for handling that, you won't leave the table feeling satisfied if you desire anything but exp and gold. You probably shouldn't even write a backstory outside of a couple sentences.
Avoid playing actively and just do what the GM tells you to do or you think that he expects you to do or is trying to egg you into doing. If nothing is happening, wait patiently for him to initiate something. Never question him. If you start to get upset, bottle it up inside you and start playing passive aggressively against his wishes.

just because you had a bad DM that did nothing but "murderhobos in a traplabyrnth" doesn't mean everybody's DMs are like that. Go off and play DungeonWorld while crying about where the DM touched you.

this is literally step by step instructions on how to become a ThatGuy.

This guy was a Wizard with an arcane researching background.

He tried to make a gas mask out of lye rocks and a rag soaked in urine.

Oh look, someone had a bad DM, or didn't like the system.

There there, Here's your (you) for the day and a little attention from user.

Way of the Open Hand monks can be really fun, but, then again, so can rouges and Barbarians.

Well for starters there's no chlorine or flouride in either of those compounds. So he's not making anything with that other than a smelly rock in a sock.

On the other hand, if I am to assume that's not the actual chemical he was trying to make, he did indeed have a correct formula going and you technobabbled a bit to get your point across because you couldn't remember it exactly..., Mmmmm.... pretty hefty stretch but a maybe. He's got both quite a few knowledge rolls and a pretty steep craft roll at the end of them to make that happen. He's essentially inventing the thing, so he has to both know that the parts can do all that, how to make them do it, and then actually put it into motion more or less flawlessly, because any little leak gets you poisoned.

why is it always wizard players that are like this what the heck

Those are the RPGers

We tried to get them kicked off campus, but they're just too popular!

I thought that was frats. First you screw it, then you stab it and burn the body as an offering to whatever greek god they worship I forget.

It's like an oldschool version of gay snuff porn, with an added bestiality bonus.

Because wizards have the knowledge for it, the magic for it, and the crazy inclination to do stupid shit.

Honestly, i wouldn't be surprised if every invention known to man were made by wizards.

okay but like... why are all Mad Scientist archtype players "what can I make this game world do" always Wizards or Bards, though bards typically a more "what kind of wacky havoc can I cause"?

Don't split the party. It's never the best solution and very, very rarely the only one. Most of the time the GM is just trying to make you THINK you should split the party. Don't fall for it.

Simple. Magic=power. Magic also equals versatility.

if you wanna be a mad scientist archetype in DnD, chances are you are doing it through magic. And who knows the most magic? wizards usually.

Basically, path of least resistance. Its the shortest and easiest path to whatever convoluted shit they wanna do.

Don't give your character a complicated name. The other players won't remember it and that'll make it hard for them to connect with your character.
If you really must have an elf with a 42 character name, keep it to your character sheet, and make it clear that everyone can just can you 'Moks' or someother decent nickname.


And don't give your character any 'secrets' or ulterior motives if you're not going to tell everyone at the table what they are (out of character) ahead of time. The DM and the other players can't do anything with your special secret past as a runaway prince if they don't know about it, you'll just go session after session just being the fighter without a backstory disappointed that you've got nothing to work with.

If you can organise it, get the table to all talk about their characters OOC and even roll them up together at the same time. Make some links between your characters before the game starts. A cohesive, diverse party that has hooks to interact with each other will always work ten times better than one without.

>first game
>accidentally immediately become unbreakable-oath-sort-of contractually obliged to split from the party.

I would say having a decently sized name (like, 8-12 characters, depending on race) and the nickname thing could have a pretty decent effect on party synergy. Players love giving things nicknames (at least i do), and it can help them connect to things they otherwise wouldn't.

I named a monstrous centipede cuddle's, for example. No real reason or rhyme to it. But even so, in my next one off adventure, i had there be an intelligent monstrous centipede called cuddle's. For some reason i gave it a British accent.

Nicknames are a great way to foster relations.

For the secret thing, i would say only the DM is required to know about it.

3.PF is bad

4e is balanced and easy to DM, but combat can drag out a bit.

5e is simple and functional, but bland.

Can't speak for anything pre-3.PF since I haven't played them, but this is the impression I've gotten from playing those systems.

>For the secret thing, i would say only the DM is required to know about it.

For your first game, everyone should definitely know everything. It will just make life much easier and the game much richer. The whole point of having a secret is the *tension* of that secret, but there's no tension if no one knows about it.

If you're secretly a Warlock, then the party Paladin can do interesting stuff like naively invite your character to meet the local Inquistor.


Even outside of newbie games, I feel like the table knowing most of what your character is about is better for everyone.
'Aha!' moments are great in theory but they're really hard to pull off and you're giving up weeks of great fodder for interesting inter party stuff in the meantime.

Dammit broke my 'always post an image' rule.

I would say that in all of those situations, its entirely dependent on how the DM handles it.

For example, perhaps your character is a reincarnation of some godly force. That really doesn't help your party in any way until it manifests, and trying to prod it won't really give much in the way of interesting interaction. So if only you and the DM know, it prevents more or less useless wasting of time, and still allows it to be used as a neat plot point.

But at the same time, there is what you said, with the paladin and warlock, because thats already in-built and ready to be used.

Basically, i would say its entirely dependent on the specifics and how well your DM wants to handle them.

Try to be a fun character you're comfortable roleplaying as.

Oh. No, Chlorine Triflouride was an example of a DIFFERENT chemical.

The Lye Rocks and Piss rag were a different thing.

And so was the acid.


The man asked many things...

Just Go with the flow Kaide

An user after my own heart.

I do have a mind to try the older editions at some point, but I can't for the life of me find a group willing to do so.

>DO NOT SIT IN THE TAVERN WITH YOUR BACK TO A CORNER AND SCOWL ALL NIGHT.
>I've had players do this to me. I now leave them in the tavern and refuse to engage that character in any way.
This.

Read pic related OP
Share with other players if they are new too.

>I'd appreciate any advice anyone can give here.
it's not rocket science, there is no need to ask for advice.

Not that user.
Apparently, I'm a 2nd edition grognard because I never bothered to buy a bunch of new books just to keep playing D&D.
It remains my favorite.
Played 3.x a bit. I honestly didn't put that much effort into learning the system. Seemed fine, but the only player with System Mastery could have broken the game over his knee, but chose not to and chose to be Gandalf the White instead.
4e had too many changes in pace for my tastes. Never played.
5e looks okay, never played but I'd be open to it.

Just for curiosity's sake: Do you play RPGs outside of D&D, too?

>Adversity can be fun
I don't appreciate you killing my character in the first session of a long campaign because you keep sending combat after combat encounter our way with only 50% chance to get away from a fight.

Call of Cthulu, Deadlands, Gurps, a Star Wars game I can't remember well, Vampire the Masquerade, a and probably a couple of other one shots I can't remember.
But mostly D&D.

Not that user, but I don't appreciate you borrowing my clothes without asking.

That's not adversity you baby.

This should be required reading for all roleplayers.

Rapes are funny if you think sex is funny, and you think sex is funny if you're a virgin. You're a virgin because you're not funny.

Killing kids is the better alternative for your "edgelord-tier, but funny" shit

What is adversity for you?

>Hydrochloric Acid
They made this in 15th century. This is the same century, during which complete plate armor was developed.

>Rapes are funny
Alright Satan. Whatever floats your boat, but us humans don't tend to think so.

>This should be required reading for all roleplayers
Pretty much.
Kiddie Pool may or may not be for everyone, but when I saw that page, I knew it needed to be a separate image and shared to all.

The adventure should just start at the good part, with an eventual summarised prologue.

It must be
hard to only
be able to
read three words
at a time.

Don't worry folks, turns out he's one of /those/. Move along. Nothing to worry about anymore.

I am that user.
By adversity I am not talking about killing your character. I am talking about something going wrong for once.
You roll low on an athletics check and fall down while climbing.
You roll low on a medicine check and now you've accidentally applied a paralyzing agent to your horse.
There is a lot of ways for adversity to happen that doesn't involve an attack roll.

So.. bad rolls or poorly chosen actions have consequences? Wow it's almost like that's how the game is always supposed to be played and now I'm really wondering what mollycoddler you had as a DM that made you think otherwise?

I second this. Try not to think of your character as a personal avatar, but just a character. Given the way D&D tends to be balanced, character death can be an incredibly common phenomenon, especially when your characters are still at a low level. So be ready to lose that investment at any time.

Should a character die at low level, it's probably better that you ask your DM if you can just roll a new character. Resurrection fees are very expensive.

Always talk about your stats, in character and out of character.

Thirded. Please don't be one of those people that can't separate their character and themself.

will you stop it? stop posting bad advice to sabotage the guy, this is like the fifth time you've done it this thread.

...

Don't overthink it. Do try to get into character even if it feels a little faggy at first.

Yes, if you read the original post I said don't lie about dice rolls so there can be adversity. If you wanted to just cruise through everything with no challenge, then fine. Don't understand what your deal is, so have a good day user.

What DM rolls for things then ignores all the results and just says "you beat it" to literally everything?

This doesn't exist, but you're insinuating that it's a practice to be avoided, as if it were a common mistake.

Find out what rules/abilities will most apply to you, then copy them down.
Make up an entire reference sheet if need be, no matter how minor the issue.

It makes shit go by much faster if you can just glance down to check a rule, rather than getting out the rulebook every 5 minutes.

>What DM rolls for things then ignores all the results and just says "you beat it" to literally everything?
I doubt he meant in all cases. I've seen plenty of DMs go too easy on their players.
>Players having some difficulty
>Understate the damage the enemy rolls
>Ignore resistances
>Choose inefficient options

I mean I could understand trying to avoid a TPK especially if it is a long running game with established characters and relationships at this point but just because the players are having a hard time doesn't mean you should go easy on them, hard games are more fun than easy games.

As for my personal tip, if you are fucked than try to run away, its better to try and escape than to die in vain most of the time.