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My friends bought the DnD 5e starter set and asked me to DM. Help?

tm24

Member
So one of my coworkers had recently started watching Harmonquest with her husband and it led her down a rabbit hole that is actually wanting to play DnD. She asked me if i would DM for them, thinking i had experience with playing DnD since im quite familar with DnD. The trouble is that my entire DnD knowledge comes from DnD-adjacent propeties and not the proper game itself. Baldur's Gate, Legend of Drizzt and Lords of Waterdeep are things I'm a fan of. Pen and paper is super foreign to me.

I kind of want to do this. They already bought the starter set. They've already said that they think i can handle the DM part since it wouldn't be much different from what I do at work at training and being patient with people and helping them figure stuff out. So where do I go to be able to learn how to DM? What do I need to supplement the starter set? Any sorts of tips and help would be appreciated
 
Read through the whole starter campaign first. Look over and understand each pc character sheet. The starter set comes with everything you need to have a good understanding of dnd.

In the campaign book the parts that you,read out,to the players is put into "chat boxes". But also there is description of stuff for you to interpret and,relay you your players.
 
A friend of mine just started DMing and got a bunch of us that had never played before into it. It's been fun.

He lets some stuff slide I figure other DMs wouldn't because of how crazy we are.
We infiltrated a bandit hideout, convinced both the bandits and the bugbears they had with them that we were on their side, killed the bugbear leader outside and, lacking a way to properly hide the body, cooked and ate him.
 

Darksol

Member
Sell it and buy the 3.5 edition then kick out all of your friends and find people who still play the best version :p
 

JCtheMC

Member
Honestly, if you've played RPG's on pc/console, you understand the basics of pnp rpgs.

The rulebooks give you a framework by which to play, but being a great storyteller and guide is much more important. Of course you should read up before your first session to have a basic understanding of the gameplay systems, but creating a world to have fun in with your players should always be your focus. As a beginner group everyone's going to make mistakes, and that shouldn't worry you.

There's various styles of DM'ing, finding one that is fun for you should be your priority. Spencer is a great inspiration for a starting DM. He's streamlined his campaigns for Harmontown to a point where dice rolls only have a minor influence on the outcomes of the plot, which makes preparing for a session and guiding the group through it fairly simple.
 

-tetsuo-

Unlimited Capacity
The best advise I can give you is to prepare. Just be prepared. Know your encounters, know your main characters. Players can do all kinds of insane stuff but it is typically not very hard to lead them if they start going nuts. Preparation is the most key.
 

tm24

Member
Honestly, if you've played RPG's on pc/console, you understand the basics of pnp rpgs.

The rulebooks give you a framework by which to play, but being a great storyteller and guide is much more important. Of course you should read up before your first session to have a basic understanding of the gameplay systems, but creating a world to have fun in with your players should always be your focus. As a beginner group everyone's going to make mistakes, and that shouldn't worry you.

There's various styles of DM'ing, finding one that is fun for you should be your priority. Spencer is a great inspiration for a starting DM. He's streamlined his campaigns for Harmontown to a point where dice rolls only have a minor influence on the outcomes of the plot, which makes preparing for a session and guiding the group through it fairly simple.

Yeah i was sought after because I'm a real good guide to other things so guiding people through a story seems natural. I'm just gonna have fun and hope everyone else does too
 
5th ed is definitely the best edition to start with. Everything is fairly streamlined for new players.

My advice: you are there to help the players tell their story. You set the framework and fill in the other actors, but they will go where ever they are most interested. Planning to much can be frustrating, as they WILL think of solutions that you had not. Underplanning is just as bad. There are many blogs out there that can help you get started as a nascent DM.

Just remember that the rules are guidelines. Occasionnaly you should fudge the numbers to make thing more fun. Listen to your players and take lots of notes.
 
5th ed is definitely the best edition to start with. Everything is fairly streamlined for new players.

My advice: you are there to help the players tell their story. You set the framework and fill in the other actors, but they will go where ever they are most interested. Planning to much can be frustrating, as they WILL think of solutions that you had not. Underplanning is just as bad. There are many blogs out there that can help you get started as a nascent DM.

Just remember that the rules are guidelines. Occasionnaly you should fudge the numbers to make thing more fun. Listen to your players and take lots of notes.

I had written something up, but generally this is the best advice. Emphasis on the part about you telling their story. There are some people that DM because they want to tell a story and don't understand that you're the narrator and not the writer.

You really need to decide how you want to play this too. My group started with the starter set (Lost Mines of Phandelver/LMoP) and were disappointed when they realized I didn't have miniatures or maps like they had seen on Critical Role. I think some people watch and don't realize what it takes to roleplay and how much impact a good DM has on your experience. Just make sure to set some expectations before you get started.
 

Banzai

Member
I'm Dming the starter set for a couple of friends and it's been fun. We had a sort of "session 0" so I could ask them what they were expecting and to make their characters. Of course you dont have to make your own characters. It think it's even recommended to use pregenerated ones first.

Anyway, i put in the work and drew little maps the battles would take place on and figured out ways to integrate their characters backstory into the main story. Then i wrapped 1 cent coins into paper and drew skulls on them to represent enemies and some to represent the characters. I bought a couple of sets of dice so noone would have to share and we were off. Everyone seems to be enjoying themselves.

Really the one thing you NEED to do though is read through the starter set. You should at least know where things are supposed to go so you can give the players slight nudges. Unless you want to improvise a new story on the spot.

Man, I sure wish we could get together to play more often. Stupid real life responsibilities.
 
Currently DM'ing the starter set for a group of friends and the Princes of the Apocalypse-campaign for family. My cousin got me into D&D but never got the chance to actually play himself, so I took over as DM when we finished the starter set.

Honestly, it can be great fun but also an excercise in frustration. Sometimes you'll give people a million hints NOT to do something, and they'll try it anyway. I had a group of level 3's decide they were ready to go up against a dragon. :lol

One thing I've also noticed is that a lot of players get focused on just "doing the main quest", and can feel dissatisfied after a three-hour session because "we barely advanced the story". Nevermind that they got into a brawl with an old Elven hunter, negotiated a trade deal with the local armorer, roused the villagers to aid them in their coming battle, had to fight an Ogre in the woods during a thunderstorm and then proceeded to kill it by literally blowing it up. I've taken to telling them they've made some great progress every single session.

Also, try and get your group to be diligent in writing down their XP levels, or keep track yourself. I didn't, and somehow one party member ended up with over 1000 XP more than the others. The divide ended up so large I had to bring everyone to level 3 to compensate.

Keeping track of inventory is similar, though I tend to be more lenient when it comes to that.

Don't be scared to push characters out of their comfort zones, too: our Cleric never used any spells and just bashed things with his warhammer, until he rolled a natural 1 and shattered it. Next session he was constantly asking for the spellbook, so he could write down what spells he wanted to use.
 

Jokab

Member
While talking about dnd, I have a question about the campaign I'm in right now. I'm playing a Rogue with specialization Thief, and I feel like my character is a bit underwhelming. I don't feel cool, you know? Everyone else has badass spells to use in every battle, while I only have sneak attack. Sure I deal some damage, but our ranger outdamages me in most battles. Outside of battles I don't really get to use my proficiencies much, and I'm not much of a roleplayer. I have to give my DM credit for involving Zhentarim in our main quest (whom only I have contact with) but other than that I don't feel useful. Any tips?
 
Honestly, being a good storyteller is more important than knowing the rules. And don't be a stickler for rules, let a few things slide without letting your group run wild.
 

Olorin

Member
The starter set is a great way to get your feet wet in D&D. Make sure you read everything well, and understand how the rules work and how the adventure flows. It's probably best to use the premade characters, since all your players are new to the game as well. They can make their own characters later if you all want to keep playing.

Buy an extra set of dice. The starting set comes with one set of dice, but it's pretty annoying if the dungeon master (you) and all the players have to share the same dice.

Once you understand the rules, decide how you want to handle combat. You can do it all in your mind, or you can use miniatures (or some other tokens) on a map or grid. The second option can be helpful for people to visualize what's going on and can make combat more strategic. You can also try both and see what your group likes best.

Make sure you have enough paper to take notes during the session. You'll be scribbling down enemy health, initiative scores, and any impactful things your players may do that might influence the rest of the campaign.

Be ready to improvise a lot, and try to let your players attempt to do whatever crazy things they come up with. It's much better to let them try and fail than to just flat out refuse to let them do a thing.


While talking about dnd, I have a question about the campaign I'm in right now. I'm playing a Rogue with specialization Thief, and I feel like my character is a bit underwhelming. I don't feel cool, you know? Everyone else has badass spells to use in every battle, while I only have sneak attack. Sure I deal some damage, but our ranger outdamages me in most battles. Outside of battles I don't really get to use my proficiencies much, and I'm not much of a roleplayer. I have to give my DM credit for involving Zhentarim in our main quest (whom only I have contact with) but other than that I don't feel useful. Any tips?

It really depends on the type of campaign, and what your character is like. Whenever you're in a city or town, you might attempt some sort of heist. Ask one of the other characters to come along, climb some rooftops and try to steal a valuable item from a noble who's been treating his people poorly.
Or you could go gambling, using your sleight of hand to cheat. You might also have connections with other thieves or shady people who could provide you with some interesting news or gossip.

In combat, you can use your superior mobility and any places to hide to get the most out of your sneak attacks. You're probably also the best scout in the party because of your high stealth, so you can get info on the enemy before engaging them.
 
Listen to this person. Don't be scared get in there and learn the game the way everyone has, make rules up on the spot to make it fun, then look them up before next session and enjoy the social story telling. You'll either decide it's not for you or you'll be hooked.

Here's the video series you need:

https://www.youtube.com/watch?v=e-YZvLUXcR8&list=PLlUk42GiU2guNzWBzxn7hs8MaV7ELLCP_

But for the DnD starter set: read through the first bit of the adventure that comes with the box set. Also take a look at the rules. Then you are good to go. Have fun.

Look for opportunities to award inspiration (roll two dice and keep highest number whenever you want) Also when describing situations (combat and non combat) pass some responsibility to the players by letting them describe it e.g. you hit and deal the finishing blow, how does it happen?
 

Lord Fagan

Junior Member
Read the whole book that came in the box.

Tell your friends to use the premade characters, worry about making characters when you all are sure you want to do this for more than just a weekend or two.

The object of the game is to have fun. The only way anybody really "wins" D&D is when everybody has successfully entertained each other.

As a first time DM with first time players, don't try to kill them. Fudge rolls to let them win, it will make them feel powerful and boost their confidence, which are both fun. You're not the enemy, you're a movie director there to make them look like the most important people in the universe.

When in doubt, make shit up. Don't worry if it makes sense, and let the story be a friendly guide, not a script you must obey.

D&D takes a few minutes to learn, but a lifetime to explore and truly master. All in good time, for now, just make sure there's snacks and drinks and three to five other people with four hours blocked off. That's all anybody really needs to play D&D correctly.

Best of luck, OP. This is either gonna be a trivial instance of social silliness, or the start of a tenacious obsession.
 
When I had to make my own campaign I bought a children's puzzle book and used the mazes for dungeon maps. I told everyone if they couldn't make it out, they deserved to die.

tumblr_lvkqjr782V1qii2rqo1_500.gif
 

SomTervo

Member
Wanting to do it is important.

But it'll be hard. You'd be best attending a few sessions with experienced players first to see how different DMs do it.

Being the DM is like being the director. If you're lacklustre or don't have great attention to detail it'll be a lacklustre experience for the players. You're in control of making this thing fun.

Bring energy and creativity.

Honestly, being a good storyteller is more important than knowing the rules. And don't be a stickler for rules, let a few things slide without letting your group run wild.

Yah
 

Scher

Member
I haven't done much DMing before, but what I've done has been pretty fun and the people I DMed for seemed to be really enjoying it. The big thing to keep in mind is that, ultimately, you are playing a game and your goal is to ensure that the players are having fun. Don't be afraid to mess with numbers a bit and don't be afraid to throw something reasonable in that might help them deal with a hairy situation that they're not handling very well.

The two big pieces of advice that I received and mostly stuck to was to be dynamic and if a player says they want to do something, your response is to simply say "okay". Like, you can kind of nudge them a bit if what they're doing is clearly a bad idea or could lead to some bad consequences, but if they are adamant on doing something, then you just let them do it. That especially goes into the "be dynamic" part, as you'll definitely have to improv a lot and fudge some numbers a bit just to make sure things go as smoothly as possible.

Also, as has already been said a bit, people are never gonna do what you expect, so don't be afraid to let things go a bit off course and don't be afraid to let their choices have permanent consequences that you never planned for in the first place. My first session with two of my nephews ended with one of them becoming a wanted criminal in a town they ended up having to flee town, so don't be afraid to let stuff like that stick even though you planned something entirely different. Honestly, I think making sure that their actions have potentially far reaching consequences is a good way to really get people immersed into what they're doing.
 
DMing is fun. Especially in your own world, where you get to really stretch your creative muscles.

I can't get into prewritten modules, but they're a good start for newcomers.
 
5th ed is definitely the best edition to start with. Everything is fairly streamlined for new players.

My advice: you are there to help the players tell their story. You set the framework and fill in the other actors, but they will go where ever they are most interested. Planning to much can be frustrating, as they WILL think of solutions that you had not. Underplanning is just as bad. There are many blogs out there that can help you get started as a nascent DM.

Just remember that the rules are guidelines. Occasionally you should fudge the numbers to make thing more fun. Listen to your players and take lots of notes.
I'll second this as well. Everyone says "prepare" and that's certainly important, but most n00bs don't know what "prepare" means, or rather, what to prepare. They write up a script and then get frustrated when the players don't stay on the rails. You have to learn to roll with the punches.

I recommend thinking up a few characters (at least) -- you can find reams of pre-made NPCs online -- and download a few "dungeon" maps, and then think of a few MacGuffins. If you're lost, think of a few movie characters and then just change the name & appearance. Tie them all together with motivations. For example, just a five-second idea here, say there's an abandoned castle that belonged to a sorcerer who claims to have created an elixir that could bring back the dead. That's a lot of cause for contention. Character A lost a fiance in a tragic accident. Character B just wants to sell the elixir for a lot of money (probably to A), while Character C wants to right a wrong by reviving a hero who was framed and executed, and Character D is a mustache-twirling villain who wants to bring back the Dark Lord. And bear in mind no one is sure how this elixir works, or even if it does. The whole thing could be a trap to get suckers to stumble into the castle's meatgrinder traps for some more nefarious purpose like feeding an army of flesh-eating monsters. In that case the party's struggle is to discover the truth and prevent people from getting themselves killed -- or take on the danger themselves because the motivations are too strong to be stopped.
Again, quick idea, but note that I've scripted nothing -- especially an outcome. There isn't even anything stopping the group from joining forces with Character D to destroy the world. But just by having such a premise exist, the group will be in the middle of a whirlwind of social activity as various motivations clash to be the first to find this elixir (and/or the truth about it). They can take sides, go it alone, try to prevent some faction making progress -- roll with it from there and let the players' actions sort it out. They may not even arrive at a consensus themselves; and you'll see the party split in their allegiance to different factions though I recommend avoiding this; party splits are tricky even for advanced DMs -- too much of bored players sitting around waiting their turn. But the fights they'll get into when trying to figure out which faction to side with, or go it alone, as the facts keep changing. . . congrats, you're role-playing.
The tricky part is introducing the characters to this mess; there are various hooks (some DMs just skip that part and go "you were hired by [someone] to do [this]" and some players in fact prefer it that way) but this way there are several -- A might not be strong enough and will need help. B wants easy money and may want to hire the group only to run off with the elixir (again, assuming it exists). The employer could even be the not-so-long-dead sorcerer trying to find suckers to feed the monsters and thus offering outrageously high rewards for every Tom, Dick and Frodo that strolls into town while the townspeople keep warning them to stay away, stay away. In any case don't feel compelled to give the whole story all at once or even at all; they don't need to understand everybody. Life is full of misunderstandings, and not everyone is honest. Character D might pretend to have a noble cause to deceive the group, unless s/he is confident s/he can get the elixir without help, in which case ham it up. Character A has no particular reason to be dishonest, but probably being a bit twitchy from loss, might ambush the group, only to be killed. When the players make a mistake like that. . . just play it out. Don't put them on rails; just have the world react naturally. After all, IF this elixir can bring back the dead, it can bring back someone they wrongfully killed.

The only other tip I'd provide is, have an open conversation BEFOREHAND about the tone of the campaign. In particular, is character death supposed to never happen, a real hazard, or an expectation? Tabletop campaigns can be as silly as Monty Python and the Holy Grail or as mawkish as an anime where the life expectancy of a cute girl is half an episode. Silly campaigns are basically where the game is almost an excuse to tell jokes. Dramatic campaigns, the players are there to build a story to care about and you're there to help them, and babysit a bit if someone keeps ruining the mood. Nothing is worse than a campaign with misplaced expectations, so this is the one thing you'll want to work out beforehand and do not, DO NOT betray those expectations. You are not George R.R. Martin. If it's a Monty Python style campaign it's OK for the elixir to turn out to be a Coke, but if it's an Lord of the Rings style grind of attrition it's a slap in the face to reward the efforts and sacrifices of the group by subverting their expectations -- let them save the world or die trying.
 

mhayes86

Member
Congrats. While not particularly a fan of DMing, I have always found it incredibly difficult to find a group of people to play D&D with.

Read through the starter set. Also, Critical Roll is a fairly popular D&D YouTube group if you want an audio/visual reference.
 
Congrats. While not particularly a fan of DMing, I have always found it incredibly difficult to find a group of people to play D&D with.

Read through the starter set. Also, Critical Roll is a fairly popular D&D YouTube group if you want an audio/visual reference.

I always feel bad when people say this, because I've had the privilege of playing D&D with most of the same people for 20 years. There's nothing quite like having a good group for these kinds of games.
 

jon bones

hot hot hanuman-on-man action
I always feel bad when people say this, because I've had the privilege of playing D&D with most of the same people for 20 years. There's nothing quite like having a good group for these kinds of games.

i've been wanting to play d&d since i was like 10 and only at 30 did i convince enough friends to try

now we are 1 year into our campaign and love it
 
Also, Critical Roll is a fairly popular D&D YouTube group if you want an audio/visual reference.

I'd strongly disagree with this advice: CR is an experienced group.

Your best best is seriously to just sit down with the rules and the adventure and run through the adventure. Your players will decide what they want to do, let them do it and have a fun evening.
 

Sandoval

Member
I may be off from your average DM, and I only play 2e, but I try to basically have a set of generic encounters and a few basic scenarios in my pocket and I just make up everything else on the fly after I think up a setting and a general goal along with a possible big bad. The worst thing you can do is rail road your group along a fun house tour. If you're doing it right, your players are the authors and you're the helpful editor. Learn when to say 'no' and when to say 'yes' and the balance the scales later. TAKE NOTES ABOUT EVERYTHING. If you name something, know it's name. Review your notes before every session.

Be willing to fudge numbers behind the screen when necessary.
 

espher

Member
The advice in this thread re: reading through things in advance, not being too much of a stickler for rules (call audibles in-game if you don't know the rules, then confirm between games and set the standard going forward), and being willing to improvise/roll with punches rather than being married to the pre-determined stuff is all correct. If you eventually plan to continue beyond the starter set, it is imperative you discuss the tone/style of the game with your players and make sure they buy-in (I'm in a Star Wars Saga Edition game that is ten sessions old and completely off the rails because some players didn't understand the tone despite us having this discussion).

Edit: I'm glad someone linked Matt Colville's stuff. I don't always agree with him, but he makes a solid argument for everything he believes and 95% of what he shares is fantastic advice for a new GM.

Sell it and buy the 3.5 edition then kick out all of your friends and find people who still play the best version :p

As a many-year 3e/3.5e vet who still has a soft spot for d20 derivatives, nah.

Stick with 5e. It's far better if you're not a diet wargamer. 3.5e and Pathfinder are just min-maxing power-creeping option-saturated messes. :p

Edit 2:

Fixed that for ya. Give me THAC0, or give me death.

5e is, imo, a lot closer to 2e in tone and role definition than 3e. I play with a 2e guy who skipped 3e and he really likes 5e. It's extremely streamlined and avoids all the weirdness like negative AC, system shock rolls, separate saves by type of effect, level caps, 2e-style multiclassing, non-standard spells and spell level distribution b/w divine casters and arcane casters, etc., etc.
 
We started with a group of first time players in June. We're having a good time but I probably should have just DMed. My friend doesn't know all the checks and stuff so he doesn't set up situations to encourage those type of things. I've never DMed either but since everyone is new I feel you have to be pretty heavy handed at suggesting things. Like tell them to roll insight or perception when appropriate. Or just say "You notice a ledge, it's a little high up but you think you can jump for it. Do you?" They can read the about the tools all day but I think you have to give examples of when to use them. At least at first and soon enough they'll be looking around the room and trying all sorts of stuff.


I'd strongly disagree with this advice: CR is an experienced group.

Your best best is seriously to just sit down with the rules and the adventure and run through the adventure. Your players will decide what they want to do, let them do it and have a fun evening.

I think CR provides a good reference for the possibilities of the game. You can gather some useful information and things to incorporate into your own game but the danger is that your group may expect a Matt Mercer out of you. You'll need some experience first.
 
Never DM'd myself but I may subscribe to this thread in case I ever decide to. However from my interactions with my previous DM, there's a LOT of improvising, because you can either control every facet of the story and how the characters go through it or you can let them go on and do their own stupid shit (Because most players apparently end up making the worst decisions) and improvise from there. First and foremost is making the players happy, if they aren't happy, then you should probably ask them what's making them unhappy and try to work around it.

I would say from personal experience that letting players make their own choices, even if terrible, is the way to go, because that usually ends up being the most fun and creates the best moments they'll remember.

Now I really want to play DnD again, lol.
 

Rookhelm

Member
DMing is more than just knowing the rules. Sure, you'll be expected to tell everyone what they need to roll and when, and how climbing or swimming works (don't be afraid to say I don't know, and either make something up, or grab the starter book and look it up real quick).


But presentation is equally as important. Use your imagination to describe their surroundings, or what is happening. Instead of saying, "The Orc attacks you with 2d6", say, "The orc screams in your direction, and swings his axe". Then just roll the dice.

I played with an online group a while back, and it was so freakin boring. All the mechanical stuff was automated (we used Fantasy Grounds), so you just had to click a button, essentially, and the program would do all the math. Which was fine, but all the DM did was move tokens around on the screen, revealed the map, copied and pasted flavor text, etc. He didn't tell any kind of story. he would do the dialogue parts of the NPCs when it was the players turn to talk to someone, but that was about it.

so, I would boil it down to Rules + Presentation, equally as important. Both can be fudged if it means more fun.

If your rogue wants to swing from a chandelier and body slam a guard, call it a DC 12 athletics roll and let him. Limit the amount of times you say "No", when they ask to do something. Try to improvise around them if you can...if you abosultely can't, say "No" and ask them to try something else, but they'll get frustrated if you do that too many times.

And the Starter set by itself is fine for the first go.
 

matt360

Member
Is 5e the recommended version to start with for beginners? As in, the most streamlined and rules that make the most logical sense?

I played a revised set of 2e rules for years as a player, but I'm also interested in being a DM and was wondering which version to go with.
 
My friend doesn't know all the checks and stuff so he doesn't set up situations to encourage those type of things. I've never DMed either but since everyone is new I feel you have to be pretty heavy handed at suggesting things. Like tell them to roll insight or perception when appropriate. Or just say "You notice a ledge, it's a little high up but you think you can jump for it. Do you?" They can read the about the tools all day but I think you have to give examples of when to use them.
That sounds a lot like building the scenario around the rules instead of the story. Yes there's a sort of by-the-numbers way to game -- experienced players have perception checks and such down to a routine -- but I don't think that way to play is fun for newbs.

They may need some nudging, sure, but ALL players need some nudging, but not in the direction of the rules. What n00bs need is some room to breathe, get their sea legs under them lest they get discouraged -- the system has limitations but it isn't supposed to feel restrictive. Once the expectations for tone are set, I'd start out with a "fairy tale" approach; the threats they face should be about as subtle as evil sorceress, fire-breathing dragon, wall of poison brambles. When they start asking questions about the brambles, then you go, "OK, that's a perception/investigation check," and such. After a few sessions of getting the fun factor in, then maybe introduce a covered pit trap, a simple 2d6 damage curveball when the situation calls for it.

When all else fails, if the players don't know what to do, just shrug and go, "Hey, I'm just the DM. It's your job to be the heroes, and heroes don't wait for someone else to tell them what to do." That shouldn't be discouraged by littering the way with traps & secrets, at least at first.
 

espher

Member
Is 5e the recommended version to start with for beginners? As in, the most streamlined and rules that make the most logical sense?

I played a revised set of 2e rules for years as a player, but I'm also interested in being a DM and was wondering which version to go with.

5e is very, very lean. It's the edition I would absolutely recommend for first-time players.

I'm playing in a campaign with a first-time GM who is running three parties - one full of vets, one with a couple of vets and a bunch of novices (the vets joined late), and one full of novice players. After the first few 'growing pain' sessions, the rules have never been a problem outside of specific players just not knowing what they can do.

5e distills the vast majority of rolls to "roll a d20, add your stat bonus (and, if proficient, your proficiency bonus) and beat a target". It removes a ton of the 'modifier creep' of 3e/4e/Pathfinder and has a bounded accuracy system. It's also (in its default implementation) very magic item-light, which I think is better for new players as they spend more time thinking about their abilities than shiny new magical toys. Classes and their abilities are very straight-forward. If you play on a grid, the streamlined action system and more fluid nature of it vs. 3.x/Pathfinder is a huge boon, too (being able to split your movement so you can move before and after an action being a base thing instead of buried behind a feat chain is huuuuuuge).

My one gripe with 5e, a hundred hours in (well, a hundred for my group, but I've watched another hundred and fifty hours to two hundred between the other two groups), is that it is unfortunately vague and leaves a lot of stuff undefined that was cleanly defined in a wall of rules in previous editions, requiring a lot of GM adjudication - but that's only a problem if your group considers that a problem. :)
 

Rookhelm

Member
Is 5e the recommended version to start with for beginners? As in, the most streamlined and rules that make the most logical sense?

I played a revised set of 2e rules for years as a player, but I'm also interested in being a DM and was wondering which version to go with.

4e might be leaner and quicker to learn, though 5e is the current version and it's still easy enough so might as well go with that.


Edit: maybe 5e is leaner, overall, but I guess I was just referring to the cards/powers system of the 4e combat. Kinda MMO/video game-ish. You pick a "power" and use it, and you can see exactly how much dice each power/attack gets.
 

jon bones

hot hot hanuman-on-man action
5e was perfect for our group, and our DM even lightened it up further by removing stuff like components from spells
 
Use your imagination to describe their surroundings, or what is happening. Instead of saying, "The Orc attacks you with 2d6", say, "The orc screams in your direction, and swings his axe". Then just roll the dice.
Eh. . . that just slows things down. When the front-line fighters are in the gutter with orcs doing their work, you don't need to manipulate the tension. Every crappy roll is going to sting and good rolls will get cheers. Most DMs don't have a gift for prose and dice don't need any help with tension when they decide the fate.

Presentation is important, but only in the sense of making sure everyone understands why something is happening. If it's the first time they've never seen orcs, especially newbs, don't just have the orcs standing around waiting to be attacked and then channel your inner Tolkien after the battle starts. Almost no encounter should be just two factions bumping into each other. Have them do something exceptionally cruel, like chasing down villagers, the refugees screaming in panic as the orcs pick them off with crossbows, plunder their provisions, carry off their children and throw burning oil on anyone on the ground but still alive. You don't need to be all Shakespearean about it, just give them the "facts" straight. There's your presentation, and from there, the players can decide if they give a damn or not -- but they'll sure as hell understand why orcs are bad.
 

espher

Member
4e might be leaner and quicker to learn, though 5e is the current version and it's still easy enough so might as well go with that.

I should say that 4e struck me as easier to pick up for a video game crowd, actually. Like one of the groups of ours playing 5e is really having trouble adapting to the completely open nature of TTRPGs (which is not a system-specific issue) and is struggling to manage combat/balance resources/etc., and 4e's system would likely have been way better for them.
 

ultron87

Member
For your first game, I wouldn't get to carried away with writing up a sprawling world where you're prepared for your characters to run off in any stupid direction they want. It's perfectly fine to plop them in front of a dungeon, or in the middle of a quest where they've already accepted the job. It's also then perfectly fine to generally request that they work in pursuit of this goal. The players have agreed to play Dungeons and Dragons, so being in agreement that their characters are adventurers that want to run over to the dungeon and complete quests is part of the player's responsibility to the game. If they want to run off to a different town and become a farmer there's some other game they can play.

Leave room for improvisation and different approaches within that quest framework, but asking that they stay in the general direction is perfectly reasonable.
 
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