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Advice for New D and D Players

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Advice for New Players:
The DM is the Dungeon Master. The DM is God. He has the final word in all arguments, and can make anything happen in the game world. Everything is subject to his whim, including XP (experience points) penalties for being disruptive. Have a doubt? Ask the DM.

A Player Character is called a PC. A non-player character is an NPC. Dissociate what you know with what your PC knows; no OC knowledge (out-of-character knowledge). You might have accidentally glanced at the DM’s dice roll, but your PC sure hasn’t. You use what the PC knows, not vice versa. Similarly, no OC speak should happen. PCs never say, “I have a higher Climb mod than you; let me try!” or “Forsooth! My Constitution is damaged!” Ever.

Combat is played out in rounds, with each participant’s turn determined by their initiative. Remember, though, that each round consists of 6 seconds, and that everyone’s turn happens simultaneously. While discrepancies may arise as to why one character is killed before he can attack if everything happens simultaneously, the battle system is the easiest and most logical method to play out otherwise chaotic battle scenes.

A turn is divided into smaller parts. The two main parts are move and standard actions. These two can happen in any order, but only two main actions can be taken each turn. A move action denotes the PC moves their listed speed only. A standard action means that the PC can attack or perform some other time-consuming action once. Only one standard action can happen each turn. A full-round action means that the PC spends the entire 6 seconds of a round doing one thing. A full-round movement means that the PC runs at either triple or quadruple their base land speed (as denoted by the heaviness of their load). A full-round attack means that the PC can attack as many times as the number of BABs they have (not advised until multiple BABs are achieved). Free actions take no time, so they can be performed during any other action (such as talking). Immediate actions can be performed at any time, even during other character’s turns, but only one per round is possible. Swift actions are more difficult than free actions, so only one can be performed on the PC’s turn, though it may be performed at any time before or after a move, standard, or full action within that turn.

AC is “Armor Class.” It represents taking 10 and using the modifier of one’s DEX and armor, and is opposed by the opponent’s attack roll. Touch attacks ignore armor bonuses, and flat-footedness removes DEX. If an attack roll is equal to or greater than an AC, the attack hits and damage is rolled. If less, they don’t necessarily miss; the attack may glance off of armor. It does no damage regardless.

On Attack Rolls, one rolls the d20 and adds their BAB (base attack bonus) and STR modifier. If one rolls a natural 1, they automatically miss. If they roll a natural 20, they automatically hit. Rolling a natural 20 (or natural 19 on some weapons) invokes a second d20 roll to determine if a critical attack is landed (double dice rolls for damage if second roll beats opponent AC). Add STR modifier to damage on any melee strike.

PCs can use two-weapon fighting techniques if they hold one weapon in each hand. The first attack roll takes -6 and the second takes -10. If a PC has multiple BABs for a full-round attack, they may attack with two different hands on only one of the attacks. A light weapon in the off-hand reduces the penalties by 2. Two-weapon fighting is impossible with a two-handed weapon.

Never forget to consider a coup de grace against helpless opponents. In a full-round action you can kill them. They must make a Fortitude Save. Opponents are helpless if they are asleep, unconscious, paralyzed, or otherwise fully incapacitated. A coup de grace is highly advised if you discover an opponent that might overwhelm your party. Be aware, though, that you cannot interrogate the dead.

There are several Special Attacks that can be performed (see Special Attacks pg. 154 in PHB). Bull Rush knocks an opponent backwards. Charge adds +2 to attack rolls against one opponent. Disarming an opponent either steals their weapon or knocks it from their hand. Feinting causes your attack next turn to catch them flat-footed. Grappling an opponent eliminates their threat against your allies and focuses it on you, and can potentially lead to strangulation. To overrun an opponent is to plow through their square if they don’t yield, inciting an AoO. To sunder an object worn is to attempt to destroy it. Tripping an opponent renders them prone.

Through the use of feats, one can become more skilled at using special attack options.  Feats can also grant bonuses to skills and new options on how to use them (such as Track for the Survival skill). Every character gets a feat at first level, and at every third level. Fighters get many feats, and humans get an extra feat at first level.

At every fourth level, a player can at apermanent 1 point bonus to one of their six base stats. This reflects serious devotion over the course of the previous three levels an much work (exercising intensely every day for STR or studying at every opportunity for INT).

When two allies stand on the opposite sides of an enemy, they achieve a flanking bonus of +2 to hit. This counts for you AND your enemies. (PHB pg. 152-153)

An attack of opportunity (AoO) can be made once every round. When an opponent moves out of your attack range (usually 5 ft around the PC without a reach weapon) or performs some self-distracting action within it, you can make a normal melee attack outside of your turn using your normal BAB. AoOs can be prevented with a 5-ft step or a withdraw action (PHB pg. 143-144.)

One can only be so skilled at any level. Class skills have a maximum of character level+3 skill ranks. These are denoted in the class description. Cross-class skills can only have half the maximum cap for class skills, rounded down, and each skill point equates to only half a skill rank. Therefore, one can only be half as good at cross-class skills as with class skills because they would not normally have many opportunities to practice the ability. PCs are assumed to be practicing their techniques and exercising, mending armor and sharpening weapons, and performing other mundane tasks which lead to the acquisition of skills to level up. (PHB pg. 63 for skills list, pg. 59 for cc info)

Remember that the very specific skills listed on you character sheets can logically be applied to many things. Just ask the DM if you can. Don’t be afraid to Listen whenever you want or to Search every room you find. Similarly, PCs might not be able to read a language, but if they understand a similar language they can use Decipher Script regardless (PHB pg. 82 for related languages).

Favorable Conditions increase the likelihood that any one skill may succeed by adding +2 to the modifier. This includes if a PC performs aide another to help you specifically with the task you are attempting, within reason (PHB pg. 65-66, 154).

Testing your Knowledge with a check is a one-time ordeal with each subject recalled. For instance, you use Knowledge (arcana) to recall what you know about magic swords. If the DM rolls a 2, you barely know anything on the subject. You can’t re-roll because thinking about what you know doesn’t allow you to know more. If a natural 1 is rolled, you remember false information. Have multiple people pool their knowledge for this very reason; the roll is always a secret one made by the DM, unless he states otherwise.

Taking 10 represents putting forth an average effort. If there are no distractions nearby, one can assume that a PC will automatically perform at least adequately on any skill checks they’ll make. Rather than rolling the d20, add 10 to the skill modifier. Taking 10 takes no time, but the skill must be purposely performed (i.e., elves cannot take 10 to Spot hidden doors). Take 10 when failure is unfavorable, but extreme success is unnecessary (i.e., for Swim or Use Rope, but not Search).

Taking 20 literally means that 20 consecutive tries are made at the skill over the course of 2 minutes (20 rounds) and every possible roll on the d20 was made. PCs cannot be distracted in any way during the 2 minutes. A 20 is effectively added to the skill modifier in the end, but the PC has also technically failed the task as well. Take 20 when failure has no effect, but extreme success is necessary for favorable results (i.e., for Search, but not Open Lock or Knowledge).

Some skills compliment one another. This skill synergy takes effect when one places five ranks in certain skills. A +2 situational bonus is earned for related skills (as denoted in PHB pg. 66)

Wealth is determined with coins, or currency pieces. The types of coins are copper (cp), silver (sp), gold (gp), and platinum (pp). Consider 1sp as one dollar in the following conversion: 10cp = 1sp; 10sp = 1gp; 10gp = 1pp.
50 coins = 1 lb. Have stronger characters carry the money in combat because loot can impede you. Keep track of what you are carrying so that you don’t take penalties. (PHB pg. 162 for carrying capacity)

In general, you can sell valuable items like jewelry and weapons at only ½ price. Merchants want to make a profit, so they’ll starkly refuse to buy something that’s worth 1000gp for more than 700gp unless you present an unimaginably unique item. This is when Diplomacy checks are made by the speaker on behalf of the party against varying DCs. If the merchant is friendly or indebted to you, he may be willing to pay more, more readily. If the merchant has heard rumors that you forged something earlier, he may refuse to even do business with you.

Try selling in bulk to avoid haggling. Merchants might overlook lesser items sprinkled between good ones for a higher price.

Merchants who specialize in something will pay more for the items that they specialize in than more general merchants; they recognize the value. General merchants might say, “Oh, great, another necklace.” Therefore, it pays to seek out jewelers or armories when preparing to sell fine jewelry or weapons, respectively. (Low-quality items, though, lessens the merchant’s opinion of you)

There are two exceptions to the ½ price rule: trade goods are exchanged as if they were cash; and collectors of whatever you’re selling will pay far more than merchants ever would. Therefore, it pays to seek out collectors when preparing to sell fine art pieces.

Some trades may be made through bartering in more rural areas. The following lists value conversions for some trade goods (common barter items) that hold direct cash value:
Table: Trade Goods
Cost Item
1 cp One pound of wheat
2 cp One pound of flour, or one chicken
1 sp One pound of iron
5 sp One pound of tobacco or copper
1 gp One pound of cinnamon, or one goat
2 gp One pound of ginger or pepper, or one sheep
3 gp One pig
4 gp One square yard of linen
5 gp One pound of salt or silver
10 gp One square yard of silk, or one cow
15 gp One pound of saffron or cloves, or one ox
50 gp One pound of gold
500 gp One pound of platinum
I've listed some helpful hints to those who are new to the wondrous world of Dungeons and Dragons version 3.5. I wish I had had something like this when I first began my career as a player. I didn't even know there was a handbook until 6 months after I started! I thought the people in my party were just arguing about what made the most sense because there was no better way to play.
Sigh.
Well, now I'm such a good player that I've memorized the whole PHB through and through. Now I actually act as the DM (Dungeon Master) of my own games. I think they deserve this to clear their confusion, and I think I deserve that they have it so I can just say, "READ THE HANDOUT, LADDY!!"

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Azure3's avatar
Very true and accurate information here:D As a hard veteran of many battles and campaigns myself. I'll add this as a fav=) But, i can definitly use this to show the newbies that my old partner and i are currently training. Anyways, Good Job!!!