How to Play

There is a how to play document in the playtest packet, here is a link.

It is pretty similar to the other versions of D&D, but probably closest to 3.5e and AD&D.

So here is a cheat sheet, keep in mind it is under development.

5e How To Play Cheat Sheet

Making an Ability Check or Saving Throw:
-Before you roll try to use role play to convince the DM you should have Advantage and that a certain skill or bonus is relevant.
-Roll a d20 (or 2 if Advantage/Disadvantage) then add your Ability Score Modifier and any other ‘relevant’ modifiers.
-Tell the DM. Successes are >= DC
-A Contest is a Ability Score where you are in direct opposition with another player (NPC or PC) and DC is the opposing roll

Walking is normal speed, -5’ if difficult terrain
-5’ for climbing, swimming, or crawling
Standing takes up 5’ of movement for that turn but stops Prone
Hustle = Twice Walking Speed, in combat it uses up your action

Long Jump: Str mod with 10’ walking start, half that w/out
High Jump: +3 if you have a 10’ walking start, add Str mod
Falling: 1d6 damage for every 10’ fallen
There should be a scale listed on the maps, if not, yell at DM.

Stealth and Perception
Perception Check:
Use Int if you were actively looking for a certain thing
Use Wis to notice something you weren’t looking for.
Stealth Check:
Roll a Dex Ability Check and tell the DM what you are hiding from. (it will be DC or a Contest against Perception)

1 round = 6 seconds
Long Rest = 8 hours never interrupted except max 2 hrs on watch
Short Rest = 10 minutes uninterrupted
40 days = month, 2 months in a season, 8 months in a year


Roll Initiative
Initiative is Dex mod + 1d20
Ties are resolved by the two players d20-ing it out.
Decide who has Surprise (Who goes first)
Whichever party was more ready to fight goes first

Each player act in order of initiative (High to Low)
Your Turn
Each turn you may move your full speed, take one action,and as many free actions as you want (these may be done in whatever order)

You may move a maximum of your speed
You may break up your movement between actions
If you move within reach of a hostile creature you provoke an Attack of Opportunity (they get to attack you at that moment), this is a reaction for them.

Do nothing
Prepare an Action – You specify a trigger and your future reaction to the DM, this does count as your reaction when it occurs.
Cast A Spell (Full Action Unless Specified Otherwise)
Coup De Grace – you may kill an unconscious creature within your reach by simply hitting it
Disengage – Move up to 10’ to leave a hostile creature’s range
Dodge – +4 to your AC and Dex Saving Throws until your next turn
Grapple – Contest with a creature within your reach (your Str vs their Dex or Str [their pick]). They may try to break your grapple by redoing the contest
Help – Use your action to give another player advantage on some task at the DM’s discretion.
Hide – You can try to drop out of sight, but this is difficult
Hustle – Move your full speed (effectively doubles your speed)
Knock Down – If a creature is no more than one size category bigger you may do a str contest against its dex or str (its choice) to knock it prone.
Search – Perception Check
Use an Item – If using an item presents some difficulty it becomes an action at the DM’s discretion
Improvise – if its not listed here just make it up

Other Character’s Turns
Once per round you may React to something someone does, but only if their action specifies you are allowed to.

1. Choose your target and weapon(pay attention to range and cover)
2. Confirm any modifiers, Advantages, or Disadvantages with DM
3. Roll 1d20 , add dex mod for ranged, add str mod for melee, relevant stat for magic users. Add any relevant modifiers.
4. If you rolled a natural 20 or 1, you auto hit or missed respectively
5. If it equals or exceeds the target’s AC you hit, you now make the damage roll or create the desired effect.
Damage Rolls –
Critical Hit -

Advantage and Disadvantage
You have Advantage or Disadvantage when the DM/rules determine that your character’s chance to do the task is significantly effected by the circumstances or your own ability.
When you have Advantage or Disadvantage you roll 2d20 instead of 1 and you use the higher or lower result, respectively.
Advantage and Disadvantage do not stack.
Advantage and Disadvantage cancel each other out.
2 Advantages + 1 Disadvantage != Advantage, they just cancel.

Skill Dice
Skill dice are rolled with the d20 when making that skill check and get added to your roll to determine success.

Your HP has hit 0 or less and you are now unconscious and unstable
When your HP hits -(Constitution Ability Score + Your Level) you die
Each turn that you are unstable you must make a Death Saving Throw
Death Saving Throw = Constitution Saving Throw with DC 10
if you fail you take 1d6 damage
if you get a nat 20 you regain 1 hp
if you get 3 successes in a row you stabilize
if you take damage you destabilize
If a team mate makes a successful 15 DC Wis Ability Check you stabilize
If a team mate uses a healer’s kit you stabilize
If someone heals you, pretend your HP was 0 and add the amount they healed

½ cover = +2 to AC and Dex saving throw
¾ cover = +5 to AC and Dex saving throw

Critical Hit
When you roll a natural 20 on an attack roll, you automatically hit, you do maximum damage AND (if possible) roll one of your damage dice and add it to the damage calculation.

How to Play

True Heir Eden Eden