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In addition to making plot notes, it can also help new players to make notes on certain mechanics. If a player finds themselves forgetting that they have to reload a certain weapon, or prepare specific spells, write it down. Those who play spellcasters often find it helpful to write out spell descriptions on note cards, rather than flipping to the appropriate page every single time. The same may apply to weapons, magic items, and more.

One of the biggest mistakes a lot of new GMs make is spending an entire week obsessively planning out a whole city’s worth of NPCs and encounters and lore and maps and- oh god, the paper, there is so much paper everywhere. Take a breath. There’s something you need to understand about roleplaying: nothing ever goes to plan. So much so that the one-in-a-million time where everything does go exactly as you expected it to, you’ll be so taken aback that you’ll forget what your plan even was. More and more RPG books nowadays are filled with endless randomisation tables. Character names, random encounters, loot, enemies, towns, weather… Everything is available to you at the roll of a die and the reason isn’t just for preparation. These things are designed to be used on the fly! In the moment! During the game!

Keep in mind the difficulty check, known as the DC, on rolls. This is especially important for the Dungeon Master. The DC is the number that needs to be met or exceeded to succeed whatever is being attempted. Easy actions, opening an unlocked door, for instance, have a low number usually 0-10. Medium actions a medium number 10-15, and hard actions a high number 15-20. When planning your challenges, keep those in mind. Speaking of success and failure, don’t be afraid to lean into any negative characteristics your character may possess. Whether it’s from a poor attribute (low Dexterity, Strength, for example) or because you just wanted a character that is a kleptomaniac, flaws are what create depth. They are also often what a player loves most about playing. My own character, Althea, is an optimistic Druid with horrible Charisma. She is stubborn and tries to take every problem on herself. She can’t communicate with others well, so she just doesn’t.

Let’s not bury the lede here: learning rules can be confusing and a pain in the arse. You might get lucky with a rules-light system but some of the most popular games out there require you to understand a lot of complex systems, dice-rolling mechanics and probabilities, and all sorts of other nonsense. This can be especially tricky if you’re still wrapping your head around roleplaying in general as a new player. Case in point, many of you will be reading this because you’re looking for advice on how to play D&D. Despite its place as a common RPG starting point, D&D is not actually a particularly good game for beginners. It’s pretty dense and there’s a lot of information to grasp when you’re getting started.

The Player Handbook is every D&D player’s bible. Here, information can be found on every race, class, background, spell, god, aspect of combat, and more. New players should take time to read through it in their own time and gain an understanding of the mechanics, particularly ones that pertain to their class. Keep it handy during sessions as well, to quickly look up spells or items if need be. However, in the midst of the game, players might not always be able to find speedy answers by flipping pages – leading into the next point. Discover more details on https://dnds.store/.