Tell, don't perform
You need not be an actor. Just say what you try to do: «I explore the room», «I try to persuade the guard», «I hide in the shadows».
Dungeons & Dragons is not a video game to beat: it is a story you invent together around a table — real or imagined — with dice, friends, and a world that reacts to your choices.
Imagine a fantasy book where you are one of the protagonists. A narrator — the DM — describes the world; you decide what your hero does. Dice come in when the outcome is uncertain.
You need not be an actor. Just say what you try to do: «I explore the room», «I try to persuade the guard», «I hide in the shadows».
When an action might fail, you roll a twenty-sided die. If the result is high enough, you succeed. The DM sets how hard the challenge is.
In danger you act in turns: each chooses an action — strike, defend, cast a spell, help an ally — then the next goes.
Every adventurer has six traits that define character: physical strength, agility, endurance, intelligence, intuition, and charisma. From these come your hero's natural talents.
Strength to lift and strike, dexterity to move swiftly and dodge blows, constitution to endure pain and fatigue.
Intelligence for arcane knowledge, wisdom to perceive what others miss, charisma to persuade, intimidate, or enchant.
Elf, dwarf, human, or other: your origin shapes who you are. Then choose a role — warrior, mage, seer — that defines how you face danger.
You don't need them to start playing, but they help when the DM uses them at the table.
Sometimes you roll two dice and keep the best — or worst. Fate favors you… or betrays you.
When a trap, poison, or spell hits you, you roll to resist and lessen the effect.
Your armor and agility make you hard to hit. The better protected you are, the tougher foes must be.
When you lose all vitality you fall. Companions can aid you while death's shadow looms.
Between adventures, rest restores your strength. A tavern pause can save your life before the next quest.
Some spells demand the caster's full attention. A well-placed blow can break them.
Friends (or new companions), the will to tell a fantasy story together, and — if you like — some dice. The DM guides the plot; you play your hero.
No. Read this guide and learn as you go, one chapter at a time.
It is the heart of the game: when an action might fail, you roll it and hope for a good result. The DM sets the difficulty.
D&D shines in a group: alliances, betrayals, and shared laughs are part of the fun.
No. Independent experience based on open game rules. «Dungeons & Dragons» is a Wizards of the Coast trademark.