DND Group Explanation

This might look a little long but it is the basic gist of the entire game. Don’t worry about knowing everything this is just a summary/reference sheet.

A DnD group is just the name for the characters each player controls. Each character is a race and a class combination, e.g. Elf Wizard, Orc Barbarian. Different races have different pros/cons, Orcs: have bonuses to strength and penalties to intelligence for example. The racial strengths predispose certain races towards specific classes – orcs and fighter/barbarian for example.

Since DnD represents actions with dice rolls (I want to attack that orc with my sword) each character is made up of scores. The scores a character has affect the dice roll positively or negatively.

Hit Points
The amount of damage you can suffer before dying/death. Based on your class/Constitution ability score. Barbarians have 12 hit points per level, wizards have 4.

Ability Scores

  • Strength
    How strong your character is. Bonus melee combat damage and ability to hit with melee weapons
  • Dexterity
    Dexterity measures hand-eye coordination, agility, reflexes, and balance. Ability to hit with range weapons
  • Constitution
    Constitution represents your character’s health and stamina. Increases Hit Points
  • Intelligence
    Intelligence determines how well your character learns and reasons. Increases Wizards Spells
  • Wisdom
    Wisdom describes a character’s willpower, common sense, perception, and intuition. Increases Cleric Spells
  • Charisma
    Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. Important for Bards.

Saving Throws
Three stats that measure physical and mental fortitude and agility. I.e. Ability to withstand massive damage, ability to resist mind control spells, and ability to dodge an attack.

Base Attack Bonus
This is your classes ability to hit with melee/range. Goes up with character level. At level 5 barbarians have +5, wizards have +2.

Equipment
The things your character wears and owns. Armor and weapons can increase/decrease ability scores as well as grant magical effects, like flight. Weapons will deal damage based on their size and what kind of weapon it is. A barbarian would want a giant axe that deals 12 + str damage. A wizard with a low strength would not benefit from the axe as much.

Skills
Almost every action your characters take can be represented by some skill in DnD. They range from bartering, to lock picking, to diplomacy, tumbling and using magical items. There are very many skills. Certain classes are better at certain skills than others, clerics are able to learn knowledge about religion quicker than a rogue.

Skills are not very important for the most part. I will make note of which ones will matter for the campaign so no one wastes points on Trap Finding if there won’t be any traps for a while.

Feats
Super awesome bonus abilities you obtain as you level up. Some are class specific, others have ability score, skill or feat pre-requirements. Lots of flavor in the characters is brought out by feats.

Two fighters could have completely different feats, resulting in one being a master of using a spiked chain to trip/control enemies. The other could take feats enabling them to bull rush opponents or pounce attack.

I will help with these to make sure they aren’t wasted. It would be most important to have a character concept so I know what to recommend.

Character Concept
Some kind of motivation for your character. Some traits that give them personality:

A holy warrior seeking to obtain a divine item (Monty Python & the Holy Grail)

An unemployed soldier selling his services as a mercenary.

A murder hobo (Wanders from place to place, kills everyone)

For this campaign I’d like to just start everyone together, so a common backstory would help. Assume you’re characters have adventured for a while and for whatever reason they are currently well renowned pit fighters. Be brutal.

Group Roles
Some races/classes are better at some things than others. A group of five fighters, despite feat choices, would lack diversity. A two fighters, a cleric, wizard and rogue have many more strengths that make up for the five fighters brute strength.

Roles can be thought of as these types

  1. Tank
    Attracts the enemy’s attention while less armored allies attack.
  2. Healer
    Keeps the group alive
  3. Melee Damage Dealer
    Face-to-face combat fighter type. Two-handed weapons or dual weapons, typically
  4. Ranged Damage Dealer
    Archers/Crossbow/Shurikens/Bola you name it ranged weapon user.
  5. Support
    Cast spells/has abilities that increase allies ability in combat or could decrease enemies ability in combat
  6. Control
    Some way manipulates the enemy’s position/strategy/intelligence/emotions to the groups benefit
  7. Skill Monkey
    Master of all Trades. High intelligence, high skill point class. Nice to have around someone who can lockpick, find the best deals on equipment, tell you about (and use) that sweet magic item you just found.
  8. Magic Damage Dealer
    Gandalf
  9. Summoner
    Gandalf but instead of energy bubbles/light bolts he teleports the giant eagles to fight for him.

Balance is important. Each role is not required. A balanced group would look like:

Tank, Healer, Damage Dealer, Skill Monkey

Control, Damage Dealer, Skill Monkey, Support

Tank, Control, Damage Dealer, Support

DND Group Explanation

Bel Shalor's Hungering Children asherbuck asherbuck