What are Dungeons & Dragons? (Quick Introduction)


It can be difficult to understand what Dungeons and Dragons are if you have never played before. I explain what Dungeons & Dragons is and how it works in this post.


What exactly are Dungeons & Dragons? The fantasy role-playing game Dungeons and Dragons was first released in 1974. The majority of players take on the roles of adventurers such as elves, warlocks, and dwarf paladins. The Dungeon Master is one of the players who run the game, controls the monsters and non-player characters, and tells the story.


Dungeons and Dragons (D&D) is a game that never stops, where anything can happen, and where no one wins. Does this sound perplexing? It's a surprisingly simple process.


Continue reading to learn how Dungeons and Dragons work.

It’s a co-operative, role-playing game

Dungeons and Dragons is a role-playing game in which players work together to solve problems. Cooperative in the sense that you go on adventures in the D&D world with the other players. Because you take on the role of the character you're playing, it's called role-playing.

Co-operative

For instance, I chose to play a half-elf warlock. I was good at dealing spell damage to monsters from afar, but once they got close, my armor provided little protection and my physical attacks were weak.


That's where a Paladin character gets in. Paladins wear heavy armor, allowing them to take a lot of damage without losing health, and they are fantastic at hitting things!


As a group, you decide how you'll approach an encounter in order to maximize each character's skills and abilities while also supporting one another.

Role-playing

Are you timid and silent by nature, but wish you could be more assertive? Create a character in this way. Be a Paladin who boldly charges into each situation first, believing it is their responsibility to protect their friends.


You are an actor when you role play. It's not what you'd do if you took on the role of that character. That's exactly what they'd do. What would they say?


It's entertaining to try on different personalities.

How to play

Get a group together

A decent number of players is four or five, plus the Dungeon Master. It's a manageable number of players for the Dungeon Master to handle, everyone can fit around a dining table, and there's plenty of opportunity for player interaction and strategy.


With two players, Dungeons and Dragons can be played, but the positions may need to be flexed from the standard setup. When there are two players, you can each have a character and share the DM role, or you can have one player control different characters.

Decide who will be the Dungeon Master

In Dungeons and Dragons, each player controls an adventurer, while the Dungeon Master (DM) is in charge of everything else.


The DM plays a crucial role, and who will play it will be decided long before the first D&D session.

Create the characters

All of the basic player stats, such as defense, health, and skills, are listed on the Character Sheet. It also includes information such as the character's name, skills, equipment, level, and experience points.


The Character Sheet is normally filled out in pencil so that details can be rubbed out and revised as the character progresses through his or her adventures.


For most players, deciding on their race and class is a crucial decision. Each race and class has unique characteristics that serve as the foundation for the creation of your character.

Race

  • Human

  • Elf

  • Half-Elf

  • Dwarf

  • Halfling

  • Half-Orc

  • Tiefling

  • Dragonborn

  • Gnome

Class

  • Barbarian

  • Bard

  • Cleric

  • Druid

  • Fighter

  • Monk

  • Paladin

  • Ranger

  • Rouge

  • Sorcerer

  • Warlock

  • Wizard


Another crucial decision is character alignment, which will influence the choices made by that character during the game. You can learn more about the nine alignments in my alignments article, which range from Lawful Good to Chaotic Evil.

Select an adventure

This is exactly what your characters will do. The Dungeon Master can create their own adventure, purchase one already prepared, or find a free one at the Dungeon Master's Guild, where anyone can post an adventure they've created.

Set it up

The adventure may begin in a town, village, or city, in which case your group will talk through what is happening without using a board to represent what is happening. I'm going to the quartermaster to try to work out a deal on a new bow.


It's helpful to have a board to show where all the characters and monsters are in relation to each other when you're in a physical encounter.


Dungeons & Dragons is a role-playing game. Boards, miniatures for characters and monsters, and an adventure are all included in the Board Game set. However, the roleplaying game does not use abroad.

Do things

To play D&D, you'll need seven different kinds of dice.


  • 4-sided dice

  • 6-sided dice

  • 8-sided dice

  • 10-sided dice

  • 12-sided dice

  • 20-sided dice

  • Percentile (which is a 10-sided dice but with percentages on instead of single numbers)

Roll checks are divided into three categories.

  1. Attempting to hit an Owlbear with an arrow causes damage.

  2. Using a skill – Use the Persuasion skill to persuade a city guard to let you into a noble person’s home.

  3. Attempting to move a boulder onto a trap pressure plate without an associated skill would necessitate a Strength roll check.

The final result is calculated by adding the dice result to the stats on the Character Sheet. If the total is higher than the target number (which comes from the rules sometimes and sometimes from the Dungeon Master), the player succeeds – hurrah!

Critical Fumbles and Critical Hits

For a little fun, D&D groups will often use Critical Fumbles and Critical Hit rules.


When a player rolls a 1 on a roll check, it is called a Critical Fumble. They don't just fail the roll check when this happens; something bad happens as well. Instead of failing to backflip over the bugbear, you backflipped right into them and are now lying prone in front of them.


If a player rolls a 20 on their die, they have a Critical Hit. They not only succeed, but something amazing happens as well. You kick the goblin behind them in the face as you backflip over the bugbear, and they fall prone for the next turn.


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