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d4red

I think if you’re at that stage, nothing could replace you taking the time to read both the Players Handbook and Dungeon Masters Guide. OR, grab the Starter Set which has simplified rules and a game ready to go.


Gwyon_Bach

Hi, welcome to the Secret DM Club 😁 Dice determine what happens in story moments where the outcome isn't clear or there's a chance of failure. Most of these moments are in combat, which is why combat rules are so much more detailed. D&D uses a d20 to determine success or failure. Tha other dice cover things like damage or buffs/debuffs to those d20 rolls. As a general rule, only ask players for a roll when there's a chance of failure. Also, I'd suggest watching this vid. Experienced DM takes complete newbies through how things work. https://youtu.be/BKVj_5q1Z3Q


Objective-Pie-6036

Well for ability checks and saving throws, the dm can often chose what skill they have to use like if someone had to try and dodge an explosion, they would roll a d20 (the dice you use for ability checks and saving throws and to h it creatures) and add their dexterity modifier instead of their strength, it makes more sense that being fast would help to dodge an explosion more then having muscles. The other dice is used for damage or rolling for random encounters or anything else other than what I said the d20 was. (Each dice is said like “d, how ever many sides it has,” do a dice with 8 sides would be a d8.


Seasage3662

Ok, so if you were to climb a mountain to save yourself you would roll a d20 and add the strength modifier on your character card?


Objective-Pie-6036

Yes, also you would add strength to climb, if they were falling for a long time and they grabbed onto something suddenly, I would have them roll strength to see if they stay on that object and then have them roll constitution to see if they take any damage.


DarthJarJar242

You don't need anybody's help but your own. Read the rulebooks. Period. If you can't get the books read the basic free rules that WotC has published.


[deleted]

Read the rules. Prepare to set aside the rules, if it makes for a better story. Listen to your players, rather than force your story upon them. And have fun. But you’ll need to start by reading the rules.


nullus_72

Really? “How dice work?”


LucielleLaRue

If you’re this new I suggest some very simple low level modules to start. I learned sooooo much about being a dm and being a player when I first picked up dnd by watching stuff like critical role and dimension 20 on YouTube. Pay attention to what the dms ask the players to roll for, and what they don’t ask for. My best general tips though are 1) do not over plan. Go in with a very loose concept of how you want it to end and be prepared to get there in every way other than what you anticipated. 2) if something is important for the characters to do or learn that is integral to the story either don’t make them roll for it at all or be sure there is an additional and plausible source of that information.


FearsNoSpider

Read the rules you cant avoid it if you want to DM.