D&D Starter Kit (5th Edition)
(you should probably watch Community’s D&D episodes)
What you’ll need
- Dungeon Master (someone to play god for you)
- Usually someone who has played before
- Someone who is quick thinking
- Someone who has the manuals
- Someone who can act as the neutral party member
- A storyteller
- Player’s Handbook
- At least one, though each player having their own won’t hurt.
- Make sure you all have the same version
- Dungeon Master’s Guide
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- Only the dungeon master needs one
- Monster Manual
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- Also only for the dungeon master
- Polyhedral Set of Dice
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- Everyone needs at least one set
- Having extra doesn’t hurt
- Pencil
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- Same as the dice
- Character sheet
- At least one per person
- It’s safe to say print out three. Rough draft, Second Rough Draft, Final Copy.
- Gridded, Dry Erase Mat
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- It makes visualization easier
- It’s fun to draw on
- Gives everyone something to focus on
- Minifigures
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- Same reasons as the mat above
- Minifigs are cool
(you should also probably check out Table Top)
How to create a Character
- Class (generalization)
- Barbarian
- Hard hitter
- Usually high health and defense
- Bard
- Blend between magic and melee
- Hardcore Support
- Medium health and medium defense
- Medium damage
- Cleric
- If you can’t decide what to be, go cleric and you can be pretty much whatever
- Seriously. You get a hammer and some cool spells. Then pick a spell based “class” that matches with almost all the other classes on here, but magic oriented
- Medium health and usually high defense.
- Medium damage
- Druid
- Option one: Nature oriented magic
- Option two: Turn into animals and bite everything
- Medium health and low defense
- Low starting damage. Increases exponentially
- Fighter
- You fight things
- Not as much health, but better defense than the barbarian; otherwise the same
- Monk
- Pretty much a Fighter/Barbarian with spells and some different feats
- Medium health and defense
- Average damage
- Paladin
- What happens when you combine a druid and a barbarian
- Hard hitting
- High Health and defense and minor healing capabilities
- Ranger
- Archer with melee capabilities
- Tricky fighter
- Gets a pet
- Medium Health and defense
- Hits consistently for decent damage
- Rogue
- Thief and assassin
- Get’s to stab and steal things
- Has lower health and defense
- Can hit really hard every so often (aka super high damage, sometimes)
- Sorcerer
- Destruction magic
- Low Health but medium-high damage and low defense
- Warlock
- Weird magic
- Melee oriented for a spell caster
- Medium damage and medium health and low defense
- Wizard
- THE spellcaster
- All the magic
- Low Health, range of damage, range of defense
- Race (generalization)
- Dragonborn
- +2 Strength (=damage, good for any of the melee classes), and +1 Charisma (=Bard, Paladin, Cleric)
- Dwarf
- +2 Constitution: bonus health (good for everyone)
- +1 Wisdom (=Cleric, Monk, or Druid), or +2 Strength (=damage, good for any of the melee classes) depending on your pick of sub race
- Elf
- +2 Dexterity: Helps with attack order and not getting attacked (=Monks, Rogues, Rangers and Barbarians)
- +1 Intelligence (= Wizard Class), Wisdom (=Cleric, Monk, or Druid) , or Charisma (=Bard, Paladin, Cleric) depending on your pick of sub race
- Gnome
- +2 Intelligence (=Wizard)
- +1 Dexterity: Helps with attack order and not getting attacked. (=Monks, Rogues, Rangers and Barbarians) or +1 Constitution: bonus health (good for everyone) depending on your pick of sub race
- Halfling
- +2 Dexterity: Helps with attack order and not getting attacked. (=Monks, Rogues, Rangers and Barbarians)
- +1 Charisma (=Bard, Paladin, Cleric), or +1 Constitution: bonus health (good for everyone) depending on your pick of sub race
- Half Elf
- +2 Charisma (=Bard, Paladin, Cleric) and +1 to two other abilities
- Half Orc
- +1 Strength (=damage, good for any of the melee classes), and +2 Constitution: bonus health (good for everyone)
- Human
- +1 to everything
- Can also get +1 to two of anything, plus an extra skill and feat
- Tiefling
- We won’t discuss tieflings. Don’t do that to your dungeon master
- Alignment (see picture and you get to choose one)
- “Rolling” for stats (choosing ability scores)
- Those abilities we spoke of earlier: charisma, dexterity, etc… are given points to build your character
- The Player’s Handbook is key to this.
- Equipment and Skills
- Each Race and Class has their own starting equipment and skills
- Again, you’ll need the handbook to determine these
- Feats
- These are special skills you can have. Dual wielding weapons, advantage on rolls, etc
- Again, handbook
- Background
- In 5e, it actually has a bit of impact on your character. Skills and such can be acquired
- Again, you need a handbook for this
How to start playing
- Location
- Anywhere you can sit and have space
- Basements are acceptable, though cliched
- A lot of comic book stores act as host, look into that
- You can also change locations each session, so don’t get locked down
- Snacks
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- It’s not D&D if you don’t get to eat junk food while playing
- Or drink (or drink, if ya catch my drift)
- Since everyone has to be there to play, try rotating who brings consumables
- Table
- Any table would do, but those gaming tables are sweet
- Timeline
- A solid session usually takes over an hour or so
- Set a time limit on the game- it helps with planning and rate of play
- Longer than a few hours will be tedious for most- so be careful
- Gameplay/Rules
- You’ll need that manual for most of the game
- You can do anything you want if the DM is flexible
- Rolling dice well is your only barrier
Beyond the Starter Kit
- What happens after you’ve decided to play and made your character is up to you and your group
- The manuals mentioned above should be enough of a resource for quite a lot of play time
- If you have to, it’s OK to try and kneecap your friends
- May the dice roll your way, friend
Questions? Need a Dungeon Master? Want to play with us? Hate our Starter Kit?
Drop us a line: theguys@nerdlithic.com
Tweet us: @nerdlithicguys
For more D&D, feel free to check out our tinkerer’s game he’s chronicling over at The Erelandis Archives.
(you should probably watch Community’s D&D episodes)
What you’ll need
- Dungeon Master (someone to play god for you)
- Usually someone who has played before
- Someone who is quick thinking
- Someone who has the manuals
- Someone who can act as the neutral party member
- A storyteller
- Player’s Handbook
- At least one, though each player having their own won’t hurt.
- Make sure you all have the same version
- Dungeon Master’s Guide
- Only the dungeon master needs one
- Monster Manual
- Also only for the dungeon master
- Polyhedral Set of Dice
- Everyone needs at least one set
- Having extra doesn’t hurt
- Pencil
- Same as the dice
- Character sheet
- At least one per person
- It’s safe to say print out three. Rough draft, Second Rough Draft, Final Copy.
- Gridded, Dry Erase Mat
- It makes visualization easier
- It’s fun to draw on
- Gives everyone something to focus on
- Minifigures
- Same reasons as the mat above
- Minifigs…
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