I’m new to D&amp;D and want to play with someone if anyone could introduce me to the game and invite me to your online table (is that what you call where you play D&amp;D) I would be very greatful
3622
I'd really like to learn how to play pen-and-paper RPGs.  I know that it takes a few players to actually sit down and play, but I'm not at all sure where to find more gamers.  How do I find existing groups to join? Or, are there any resources online that may help me find existing RPG groups or players?
20984
How many spell slots does a character get, and how do you calculate that if there's a calculation involved? I've been looking everywhere for this, but can't find it.  I started playing just about a month ago and I've had to make about 2 character sheets for my friends already (Human Fighter and a Wood-Elf Ranger) and now I'm making myself a Cleric of Life but can't figure out how many spell slots I have.
101234
What is a "Session 0"?   When is it done? What does it contain? Is it recommended, if not mandatory? What is each person's role (DM/GM, players, etc.)? What topics are best discussed there?   Usually with my groups, we go directly to the meat of the game right after the character creation, but I see a lot of answers that basically say "you should have a session 0", but it's never explained what it is made of, so it's kind of an enigma for me.
95461
I want to play an RPG with my friends. However, they are a bit impatient, and I'd have to wait forever before they'd read the rule-book. I've read it all, because I found it interesting. They kind of like the idea, but just want to play. This brings two problems:   How much of the mechanics do I have to teach? Do I need to teach at all? I'm feeling insecure about them not knowing the mechanics, because later on they might have a problems because of that ("I thought that grenades work differently!", "I didn't know worshiping this god implies X", etc.). How much lore should I teach? The players inevitably live in the world, so - unless they lived under a rock - they must know something about the world. Their lack of knowledge about the lore results in their characters lacking common sense and basic knowledge. How should I help them create character, and do it quickly? They need to know the options they have, and creating a character can be lengthy process. Moreover, creation of warrior might be simple(he is just big, strong, and probably stupid); creating a mage or priest in a foreign world, where there are many different spells to be considered or gods to be worshiped might take some time before you know the options.   How should I deal with these issues? I thought that 2. could be introduced by making a scenarios that involve the lore, so they learn while they play, but what about other points?  The games I have in mind are mostly Neuroshima (primary target), Wolsung, D&amp;D, maybe World of Darkness.
31762
Do you have tricks or techniques to remember all the rules to the games you're playing? I would like to run my first game as a gamemaster, but I'm struggling with remembering all the feats and competency rules.
77086
I'm a new DM and over the last few weeks I've been slowly learning the game and how it runs. My party consists of 5 PCs.   One thing I have been wondering after our last two sessions is: What rolls should all the players see and which rolls shouldn't they see?  Is there a comprehensive list of what rolls are public and which go behind the DM screen, or is it more down to house rules or personal preference?
39859
I am currently running Lost Mines of Phandelver for a fluid group of about 10 people. We play once a week and on a given night 4-6 people will show up. We've been doing this for 4 months now. I have very limited experience as a DM so for all intents and purposes, I am new. At this point most of the players have a working understanding of how their classes work and what their various class and race specific quirks and abilities are.  Whenever someone forgets something relating to their class, I'll pass them the PHB or basic rules and let them look it up on their own. If there are questions regarding the rules, I look up the answer myself. I've never explicitly stated this but it's the precedent. It is very important that players are expected to be as self sufficient as possible because we have a large group and I'm stretched thin.  I have a problem player (PP) who wanted to be a sorcerer. I told him that he'd have to keep track of his spells and more stats than everyone else and that he'd probably have more fun playing a non-magic class but he insisted. I handed him the PHB to choose his spells and he chose all of them at random.  Below are the primary issues, most of which come up during combat, and what I've done to remedy them:   PP does not know what any of his spells do but tries to cast them anyway. Whenever he casts a spell I'll ask him what it does or if he has the requisite materials and he'll say he doesn't know. This turns into me pausing the flow of the game to look up the spell, explain it to him, and then continue. I have tried asking him to write his spells down but that results in the next problem. PP takes horrible notes. He'll write out a couple words on a spell that he can't decipher later or straight up write the wrong spell down. He does the same with his ability scores and stats. We've had to reroll his health before because he was not tracking max health. He is so inconsistent and disorganized that we have to recalculate his stats for every relevant action he takes. This also annoys the other players because he is constantly losing items. I give him unlimited crossbow ammo as a courtesy and match his xp to the average of the other players. I've asked PP repeatedly to print out all his spells from the wiki or something but he forgets every time. I would do this for him but then I'd have to do it for everyone (I have far too many players) and I don't want to set a precedent of being a nanny. Also I'm afraid that if I give him any more help he'll expect me to track everything for him. So, I keep holding up the game to look up spells and ask him to do something about this. He understands the problem but does not deal with it. PP does not understand the larger meaning behind any of the numbers. All of the other players understand that difficult actions require higher rolls and they have a feel for when their health is low. PP doesn't get this and won't do anything (including self preservation) but fire his crossbow unless the other players ask him to. I encourage him to read the PHB. I've sent him links, I've put the book in front of him, he'll open to a page to humor me but won't actually read. I don't want to lend him my PHB to read on his own because he has a history of forgetting things at home.   I don't want to kick him out. He really shines during the RP segments (he even uses spells outside of combat very effectively) and he's a fun player but he is such an impediment during combat that I need help dealing with him. Other players will occasionally memorize spells for him or look things up while I'm doing other things but we're all new and the table gets easily frustrated.  What should I do?
99301
New GM attemping to get ideas for a campaign down something similar to a tabletop fallout game.  How much info is too much info for general prep? Can there ever be too much? Or is there a general balance between the GM's plans and the PC's being PC's. Level differences aren't too big a deal in the game I'm running (All Flesh Must be Eaten) but they can happen. Do I want to specify everything in the room and say how things are meant to be used if they find them? or allow more creativity on their part.  eg: Going with an "If it's reasonable for it to be there approach let it be there" or "I didn't say specifically anything interactable was there, so you can't use it."
44311
Is there an interactive web-based character sheet for Dungeons &amp; Dragons 4E like there is for  I'm not looking for a character builder.  Mod note: Several of these answers refer to services which no longer exist (or have moved), but as we  they will not be fixed and are kept up primarily for archival reasons.
2124
Is it possible for both sides of an encounter to be surprised and if so what would happen? This is a hypothetical idea I just came up with but it made me wonder what would happen. Would the surprise for all intents and purposes cancel each other out as nobody can act on their first turn or is there some other way for things to play out. If you can provide an example in your answer so I can better understand it.
56777
I'm thinking of running a Pathfinder campaign for Skype (text only) and I don't have a group of players. How can I go about recruiting people for play-by-chat games instead of in-person? Are there any online sites in which you can look for people that are looking to play in an online play-by-chat RPG Campaign?
107910
I'm new to D&amp;D and RPGs in general, but have wanted to play for a long time. Jumping into the new edition, If I purchase the starter set I'm trying to figure out where we would go after we finish.  Should I just create a campaign without the help of the core books (that release in August, September and November)? Or is there material to adapt I can adapt first (on the internet or from other editions that are adaptable), instead of creating it all from the ground up?
22374
I'm fairly new to DMing and so is my group, so we are all on a learning curve together. We're playing D&amp;D 5e.  Last week a fighter in our group tamed a wolf with Animal Handling and then requested that he keep the wolf. I allowed this, but now I'm not sure about how to play the wolf.  Specifically, how can he train the wolf to perform certain actions such as attacking?  What other things might I need to be aware of with a PC owning a "pet"?
81143
How/Why/When did the house elves start serving wizards? I tried on my own to find the answer but I couldn't find anything relevant to my subject but I am bad at searching.
90627
Forgive me for not being good at game terminology, but there is one concept that I simply have been unable to fully grasp after reading the core rulebook.  In the book, there are mentions of Character Level, Class Level and Level (just being mentioned as level or "your" level).  Are we talking character level or class level when I'm asked "What's your level?"  Could anyone make a solid explanation that I can remember? The rest of my party are rules- and character-building nuts, and they often get sidetracked with potential combinations when trying to explain even simple things.
95235
I just bought the D&amp;D 5e starter set, being interested in the game for quite some time now. I've read through most of the rule book now and a lot of things are more clear to me at the moment, but, as it's a lot of information, pretty much still isn't. I've looked around on YouTube, hoping to find beginner video guides for 5e that really talk about how to start a game from scratch, what to do first (not creating characters, I want to begin by using the ones that are in the box first to learn how to play the game), what comes after that, and so on.  1) we're completely new. What's the best and quickest way to start with the starter set without finding other people? Is playing through The Mines Of Phandelver (hope I got that right) and looking things up in the rules while doing so an option? Because I think that'll ruin the experience.   2) Are there good step-by-step videos on how to play the game from the beginning? Like a 'D&amp;D 5e for dummies'' video edition in which I can see what happens, what needs to be done and so on. Something like the videos I mentioned above, if you know those.Those were great. If there aren't, could you perhaps suggest something else?   3) I have a possible group of 3-4 people (including myself), while the game is supposed to be played by 4-5 people (not including myself). I read that this can easily be solved by dividing the number of monsters by two and doing the same with boss HP, but us this really all that needs to be done? Also, won't this make the game less fun? I hope this helps and my questions are able to be answered! Thanks for responding :)
14327
I have GM'd several RPGs before that are not D&amp;D (Fate, Deathwatch, Star Wars). We first tried to play D&amp;D using the 3.5 edition and it went horribly — too many books and too many options with no idea of where to start.  I have been told that 5E takes care of all that and is easier and more fun so I want to try that but I would like a definitive list of what I need.  I expect that the kinds of books we need divide up like this:   Rulebook for me as GM Rulebook for players Fluff for everyone Monster book for me as GM   Links to these would be helpful as we got very confused with the 3.5 books — who should use what books confused us.  What other things do we need to play a campaign? I expect things like:   Dice: what kinds and how many of each kind, roughly. Models and maps. Do we need these? Does 5E need models and a grid or can it be played without (which is preferred)?   Is there anything else that we need that I haven't anticipated?