
OBJECTIVE OF DUNGEONS AND DRAGONS: Create a character, join a party, and work through a story your Dungeon Master builds, solving problems, fighting monsters, and making choices that shape how the adventure unfolds.
NUMBER OF PLAYERS: 3 to 6 players typically, one of whom acts as Dungeon Master
MATERIALS: Player’s Handbook (or Starter Set), character sheets, a set of polyhedral dice, pencils
TYPE OF GAME: Tabletop role-playing game (TTRPG)
AUDIENCE: 10+
OVERVIEW OF DUNGEONS AND DRAGONS
Dungeons and Dragons has been around since 1974. More than fifty years later, it’s still the name people picture first. Say “tabletop RPG” to almost anyone, and this is what comes to mind. Gary Gygax and Dave Arneson built the original rules from tabletop wargaming. What they created turned out to be something genuinely new. There’s no board, no fixed win condition, and no printed story. Instead, the story gets written together, right at the table.
Maybe you’ve only seen it referenced on a TV show like Stranger Things or heard friends talk about their ongoing “campaign.” Either way, the whole thing can sound intimidating from the outside. In practice, it’s closer to structured, collaborative storytelling than a typical game.
One player, the Dungeon Master, describes the world and controls everything in it. Everyone else builds a character and decides what that character does. Dice settle the moments where the outcome is genuinely uncertain. This guide breaks down dungeons and dragons basic rules step by step. That way, you won’t feel lost at your first session.
HOW DUNGEONS AND DRAGONS WORKS
Unlike most games on a shelf, there’s no single dungeons and dragons board. Some groups play entirely through description and imagination alone. Others bring out a grid map once combat actually starts. So a “board” of sorts can show up, just not as a fixed piece. That flexibility is part of why stores shelve D&D near board games. Even though, mechanically, it plays very differently from one.
THE DUNGEON MASTER
One person at the table takes on the Dungeon Master role. Most people just call it the DM for short. They aren’t playing to win; they’re running the whole world instead. That means describing rooms, voicing characters, and reacting to player choices. They also decide how the environment responds to whatever players try. A good DM sets the tone for the entire table. If you’re new, try sitting in as a regular player first. Running your own game later gets easier once you’ve seen one in action.
BUILDING A CHARACTER
Every other player controls one dungeons and dragons character at the table. You build this character before the very first session begins. Character creation covers a handful of core choices:
- Species (or race) shapes traits like a Dwarf’s toughness or an Elf’s sharp senses.
- Class decides your character’s core role. Think Fighter, Wizard, Rogue, or Cleric, each with its own abilities.
- Background fills in where your character came from before the story starts. It also grants a couple of extra skills tied to that history.
- Ability scores measure six sides of your character. That’s raw Strength, quick Dexterity, sturdy Constitution, sharp Intelligence, steady Wisdom, and forceful Charisma. Most tables let you roll for these, or pick from a fixed point-buy array.
Once those pieces are locked in, write everything on a character sheet. That includes hit points, equipment, spells, and the modifiers you’ll use during play.
THE DICE
Dungeons and dragons dice are one of the most recognizable parts of the hobby. A full set includes a d4, d6, d8, d10, d12, d20, and a percentile d10. The d20 does most of the heavy lifting during any session.
Whenever your character attempts something with real odds of failure, you roll it. That covers attacking an enemy, persuading a guard, or climbing a slick wall. Roll the d20, add your relevant modifier, and compare the total. The DM sets a target number for you to beat. Beat it, and you succeed. Fall short, and things don’t go your way.
THE DUNGEONS AND DRAGONS CHARACTER SHEET
Every player needs a dungeons and dragons character sheet to track their character. It’s the single reference page you’ll use most during a session. The official dungeons and dragons sheet from Wizards of the Coast covers several key sections. Ability scores and their modifiers sit near the top. Hit points, Armor Class, and initiative bonus each get their own box. Skills, saving throws, and proficiencies fill out the middle of the page. Equipment, spells, and backstory notes usually go on extra pages.
You don’t have to use the printed version, either. D&D Beyond hosts a free digital character sheet that updates automatically. Roll a die, click a spell, and the math happens for you. Many players still prefer a printed sheet for quick reference at the table. Either way, keep it updated as your character grows and levels up.
RULES OF DUNGEONS AND DRAGONS IN PLAY
A typical session moves through three loose modes of play. Knowing them in advance makes the whole game click faster.
EXPLORATION
Most of a session happens here, in open exploration. The DM describes a location, and players ask questions in response. They decide what their characters do next: search a room, question a stranger, sneak past a guard. The DM then narrates what happens as a result. There’s no rigid turn order during this part. It flows more like a natural conversation than a formal structure.
SOCIAL INTERACTION
Talking to NPCs is its own skill in D&D. Ability checks using Charisma, like Persuasion or Deception, come into play here. They matter when a conversation’s outcome is genuinely in doubt. Convincing a merchant to lower a price is one example. Talking your way past a suspicious guard is another. Not every single line of dialogue needs a dice roll, though.
COMBAT
Combat is the most structured part of how to play Dungeons and Dragons. It’s also where new players usually want the clearest rules up front.
- Roll initiative:
Everyone, including monsters, rolls a d20 plus their Dexterity modifier. This determines turn order for the entire fight. - Take turns:
On your turn, you typically get one action. That might be an attack or a spell. You may also get a bonus action, plus movement up to your speed. - Resolve attacks:
Add your attack modifier to a d20 roll, then measure that number against the target’s Armor Class. Clearing that number means the attack lands, and a damage roll follows right after. Falling short ends your turn, and the fight moves on to whoever acts next. - Track hit points:
Damage lowers a target’s hit points over the fight. Hit zero, and a character usually falls unconscious rather than dying outright. That gives allies a real chance to help before things turn dire.
Combat keeps cycling through the initiative order. It continues until one side retreats, surrenders, or is defeated outright.
DUNGEONS AND DRAGONS ONLINE
You don’t need a physical table to play anymore. Dungeons and Dragons online tools cover a wide range of options today.
- D&D Beyond is the official digital toolset from Wizards of the Coast. It hosts character sheets, rulebooks, and a built-in dice roller. A recent platform rebuild added a Rules Assistant for instant lookups. It also added an embedded maps tool for running combat.
- Roll20 runs in a browser and needs no software install. A free tier covers maps, sheets, and basic dice rolling. Paid tiers add dynamic lighting, extra storage, and scripting tools.
- Foundry VTT works a little differently. You pay once for a full license instead of a subscription. You host the game yourself, and players join through a browser.
Many tables also connect D&D Beyond directly to a virtual tabletop. Browser extensions and companion modules sync character sheets with Roll20 or Foundry. Rolling dice on your sheet then updates the shared game table automatically. Discord voice channels round things out for groups without dedicated video calls. Plenty of groups now run entire campaigns remotely this way. All they really need is a laptop and one of these platforms.
FAQ
Do I need to buy anything to try D&D for the first time?
Not necessarily. Many groups share a single set of dice and a pre-made character. Free basic rules are also available directly from Wizards of the Coast.
How long does a typical session last?
Most sessions run two to four hours. That said, it varies a lot by group. Some campaigns meet weekly for years, while others wrap up in a handful of sessions.
Is Dungeons and Dragons the same as a board game?
Not really, even though it’s often shelved near board games. There’s no fixed board or win condition here. The DM and players build the experience together instead, with dice resolving uncertain moments along the way.
What’s the difference between a Player’s Handbook and a Starter Set?
The Player’s Handbook is the full core rulebook. It includes every class, species, and spell available. A Starter Set is a scaled-down box instead. It introduces new players to the basics before they buy the complete rules.
Can I play Dungeons and Dragons with just two people?
Yes, this format is often called a “duet” game. It pairs one player with one Dungeon Master. It’s less common than a full table, but it works well for tightly focused, character-driven stories.
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