#i think 'wizards of the coast isn't going to come shake you down for ignoring rules' is the most valuable advice in here
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words-writ-in-starlight · 6 years ago
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Hey Star! Bit of a weird question, do you know where's a good place to find a simplified ruleset for dnd 5e, specifically for a wizard. My wizard is finding it quite hard to remember all the rules and before I condense them all myself I thought I'd ask around and see if anyone has any resources that would do the trick. (Also, a quick update on the campaign, I made our kobold rogue worried about some mountains and now I know why you love to make your players worry. I feel very accomplished.)
Off the top of my head, I don’t know of any good resources for simplified 5e rules--I started out playing 3.5, so 5e is already about 14x simpler than what I originally learned.
I really want to convey that, as a 3.5 Druid on a campus with dubious-at-best wifi, I had one binder full of spells and another binder full of wild shapes, and spent 85% of my combat time trying to grasp the 3.5 grapple rules.  As a rules-laywer little-shit player, I miss having four thousand skills that I could finesse to give me stupid-high advantages on things like “Search” (plus thirty, I had a plus thirty to Search in my last 3.5 campaign), but 5e is WAY more accessible.
HOWEVER.  Even 5e is still pretty rules-dense, so let me try and hit some suggestions.  Without knowing the specifics of what your players are struggling with, these are going to be pretty broad, but you’re totally welcome to send in a more specific request if you want.
No one knows all the rules to DnD.  If a player, especially a new player, needs to check with their DM for every skill check and every attack roll, that’s okay!  Every DM I know keeps the Player’s Handbook in arm’s reach to panic-check a rule or a spell, or else they fully Griffin McElroy it and put the “rules” through a blender.  Please reassure your wizard from me that it’s totally okay if they’re having trouble keeping things straight.  As long as they’re having a good time, they don’t need to be able to recite the damage for Fireball off the cuff.  That’s what references are for.
The internet is your friend.  Again, multiple binders full of spells and animal shapes to be a 3.5 Druid.  This was because the internet on Friday nights got bad fast because Dolly (boys dorm) liked to run LAN parties, so googling my spells wasn’t practical because it took so long.  HOWEVER, the internet doth give many gifts, and if you and your party have regular access to it, I wholeheartedly recommend abusing that to your heart’s content.  Don’t even bother trying to keep that shit in order in your head or on your character sheet.  I shelled out for a DnDBeyond account, which does work great for my party, but you don’t need one--googling spells, special attacks, whatever, will work like a dream.  To facilitate your party being able to do this during fast-paced combat, as the DM, I suggest keeping people apprised of who’s coming up next in combat!  I do this by saying “Okay, Azara, you’re up, Heinous, you’re on deck,” as a way to remind people that they’re coming up and that they should be planning their next move, including looking up anything they might need.
It’s always a d20.  Okay, you don’t literally exclusively need a d20, but I resolved a lot of my mom’s anxiety about using the wrong dice by saying very plainly “if you want to hit someone, do something, or interact with the world in any way, you are going to use a d20.”  Everything else is near-exclusively used for damage rolls.  Damage rolls using Other Dice are described explicitly in spells or weapon attacks--for example, Fireball does 8d6 damage (described when you google the spell) and a greataxe does 1d12 damage (you should have weapon damage noted down beside the weapon).  Basically, it’s a d20 until your DM says otherwise.
Proficiency bonus is your friend.  You get a proficiency bonus in 5e rather than level-by-level skill point allotment like in 3.5.  This helps balance the playing field and limit minmaxing to a more manageable level, and also reduces the amount of math you need to do in order to level up.  Here is how any roll in 5e works: the number on the d20 + the relevant stat + (if relevant) proficiency bonus.  Let’s say you’re a Level 3 barbarian, and you want to hit someone with an axe.  You roll a d20 and get a 13, then you add your strength for a melee attack--let’s say it’s +4--bringing you to a subtotal of 17.  But you’re proficient with your axe!  So now you add +2 for your proficiency bonus, bringing you to a 19 all told.  Good job, your target is definitely going to feel it.  If you only know three numbers in 5e, they should be your proficiency bonus, your primary stat (for our example barbarian it’s Strength, for a wizard it’s Intelligence), and your armor class.  If pressed, you could probably get through a whole session with just those three numbers.  As long as you know what you are and aren’t proficient in (mark it down on your sheet if you haven’t already), you’re good.
Spell slots: write them down.  If you’re using DnDBeyond, they have a helpful little line of boxes to tick off each time you use a spell of a certain level, or an expendable ability like Rage or Action Surge.  I would recommend this technique, it’s the one I used when I did paper character sheets.  Make tally marks, tick boxes, cross out numbers, whatever.  If you have your spell slots written down instead of trying to remember what you still have available, you have more brain power to free up for other, more interesting things.
Combat’s a bitch.  Combat rules are the finickiest part of DnD, and again, do not feel bad about not getting them right off.  In fact, don’t feel bad about not getting it for multiple years.  I probably only got a good handle on combat in the last six months and I’ve been DMing for three years.  That being said, you can do three things during your turn, and one thing the rest of the time, and I’m going to break them down as best I can.  During your turn you have:
MOVEMENT: Pretty much what it says on the tin.  You have a movement speed based on what kind of critter you are (and occasionally what class you are, e.g. monks), and you can move that far. 
ACTION: This is where you Do Stuff, including but not limited to attacking.  You will start at a low level with one attack per action--that may be an axe, a spell, a punch, whatever, but you get to deal damage or protect your friends or whatever.  As you level up, some classes can do more stuff with a single action, notably fighters, who can basically evolve into a murder whirlwind with four attacks per action.  On your action, you can also interact with something (like, say, a bomb you’re trying to defuse or a lock you’re trying to pick), keep moving (this is called “Dash” and lets you move in the same way as the above MOVEMENT), get paranoid (this is called “Dodge” and gives you advantage on getting out of range of an attack), use your special abilities (like a ranger’s Primeval Awareness, or a cleric’s Channel Divinity), hide, (this is called “Hide”), or any number of other things.  You may also get something called an Action Surge, depending on your class, which lets you take ACTION twice in a row.  (High level fighters can actually do like...twelve attacks on a turn with this.  Fighters are underappreciated.  Be a fighter, julienne your enemies.)
BONUS ACTION: Something short and sweet that may also save your life.  Barbarians can Rage as a bonus action.  Certain spells can be triggered as a bonus action, like Hunter’s Mark or Hex.  Other spells can be used as a bonus action, like Spiritual Weapon.  Some classes can do other stuff as a bonus action, like a monk using it to attack or a rogue using it to hide.  If you’re not sure if something is a bonus action, it’s probably not.  It’s a fairly limited but powerful list.
If you’re not the person who’s currently taking their turn, you have something called a REACTION, once per turn, where you do something triggered by someone else’s turn.  Most importantly, this allows you to do something called an attack of opportunity when someone leaves your personal space--you get to whack them with whatever melee weapon you’ve got.  For some classes (notably wizards and anyone who can access the wizard spell list) you will eventually be able to use your reaction to exercise the Biggest Dick Energy in all of Dungeons and Dragons, which is called Counterspell.  Actually any spell saying that its casting time is “1 reaction” can be cast like this, but mostly people just use it for Counterspell.  REACTION is also what lets you “hold” your action, which means saying “I can hear Nym running toward me with the goblins behind her--I’m holding Fireball until the second the horde is in range.”  When the ‘trigger’ you chose happens, you can do your thing.  This means you’re committed and cannot adjust your plan if things change (in the example, Nym might still be in range, but your Fireball is still going to go off), but it also gives you the ability to lay a trap.  
Again, combat is a bitch.  The DM’s job is to know this stuff and help the players when they need it.  There’s no shame in needing a cheat sheet with this stuff noted down or needing to google references for casting time or whatever.  As long as you’re keeping things rolling and having fun, combat works however the DM says it does.  If you realize you made a mistake, just move on.  The nerd gods don’t care.
Any rule too obnoxious to live with can be dismissed by the DM.  You think I played around with 3.5 grapple rules when I was DMing?  Absolutely not.  In my campaigns you rolled a strength check and you lived or died by it with good grace.  If there’s something nonessential that your players really struggle with or you personally think is dumb as hell, just.  Don’t use it.  Wizards of the Coast isn’t going to come to your home and shake you down for ignoring travel rules or whatever.  Homebrew, my babies.
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