What Is D&D?
In plain English. No homework. You already know how.
Dungeons & Dragons is a game you play with friends around a table, using dice to tell a story together. One person (the Dungeon Master, or DM) describes the world. Everyone else plays one character inside it. There is no board. There is no screen. There is just a story you all make up, and a set of funny-shaped dice to decide the close calls.
That is the whole secret. Everything else is flavor.
We transcribed a short scene from a real game — DM, two players, three goblins, one very unlucky beehive. Every concept on this page shows up in context, with a plain-English recap at the bottom. Skip ahead to the scene →
The Basic Loop
The DM describes what happens next based on your roll. Then you go again. That loop, repeated for three or four hours, is Dungeons & Dragons.
The Dice
A full set has seven dice. They each have a different number of sides. Everyone calls them by their side count — the "d" stands for "die."
Most of them decide damage — how badly an arrow hits, how hard a spell lands. But the d20 is the star. It's the one you roll when you're trying to do something and you don't know whether it'll work. Attack rolls, skill checks, saving throws — almost everything interesting hinges on rolling a d20 and hoping for high.
Your Character
A character is who you're pretending to be. Yours will have:
- A Name.Pick one that feels right. Make it up. Steal it from a book. Nobody's grading the name.
- A Species.What kind of creature they are — human, elf, dwarf, tiefling, and more. (Older books call this "race.")
- Six Numbers.Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma. The short version of who they are on paper. Explained below.
- A Class.What they're good at — fighting, magic, sneaking, healing, all of the above.
- A Backstory.Who they were before the adventure started. Three sentences is plenty.
- A Voice.Optional. You can talk like yourself if you want. Some people put on a voice. Both are fun.
Some Species To Choose From
- HumanVersatile. The default. Anywhere from a lumberjack to a queen.
- ElfGraceful, long-lived, a little aloof. Famously good with a bow.
- DwarfStout, stubborn, loyal. Likes stone, beer, and grudges.
- HalflingSmall, lucky, hard to faze. Great cook.
- GnomeClever, tiny, curious about everything, invents things.
- TieflingDevil-descended. Horns, tail, a bad reputation. Often the funniest person at the table.
- DragonbornScaled, proud, built like a linebacker. Can breathe fire.
- OrcStrong, direct, surprisingly thoughtful. Breaks doors.
Some Classes To Choose From
- FighterA professional. Sword, axe, bow — whatever you want. Hits things reliably.
- WizardStudied magic. Carries a spellbook. Fireballs are eventually involved.
- RogueSneaky. Lockpicks, daggers, backstabs. Also surprisingly charming.
- ClericA priest with divine magic. Heals the party and can also smite pretty hard.
- BardCharisma incarnate. Songs as spells. The horniest class, canonically.
- BarbarianAngry. Big weapons. Ignores half the rules because they're raging.
- RangerOutdoorsy. Tracks, survives, shoots from distance. Often has an animal companion.
- PaladinHoly knight with a code. Heals a little, smites a lot, gets the whole party out of trouble.
There are more of each. Twelve classes, about a dozen species. If something else pulls at you, tell the DM — they'll sort it.
A Turn In Combat
When things get tense — a fight, a chase, a deal gone wrong — play slows down into turns. On your turn you generally get three things:
Then the next person goes. The DM handles the monsters. Repeat until somebody's on the ground.
The Six Numbers
Every character has six numbers on their sheet that describe what they're built for. You don't have to memorize them. You just need to know roughly what each one is, because when the DM says "roll me a Dexterity check," you want to know whether your character is good at that or not.
Higher is better. 10 is average (a normal farmer), 15 is excellent (a trained professional), 8 is "actively bad at this" — what players call a "dump stat," and that's fine. Nobody is good at everything; the fun is in the gaps.
Don't memorize these. Just glance at them so you know roughly what your character is built for.
- Strength (STR)Raw muscle. Kicking a door off its hinges, swinging a greataxe, arm-wrestling an orc, shoving someone off a cliff. Fighters and Barbarians live here.
- Dexterity (DEX)Quickness and grace. Dodging an arrow, sneaking past a guard, picking a lock, shooting a bow. Rogues, Rangers, and Monks lean on this.
- Constitution (CON)How tough your body is. Soaking a hit, resisting poison, running for an hour, staying conscious after you shouldn't be. Everybody wants some of this — it's your hit points.
- Intelligence (INT)Book smarts. Recognizing a spell, recalling a bit of history, piecing together a clue, knowing what that rune means. Wizards live and die here.
- Wisdom (WIS)Street smarts. Reading a room, spotting a liar, noticing the footprint, sensing a trap, resisting a mind-bending spell. Clerics, Druids, and Rangers rely on this.
- Charisma (CHA)Force of personality. Talking a guard into letting you through, singing a tavern onto their feet, lying to a noble's face, staring down a demon. Bards, Sorcerers, Warlocks, and Paladins live here.
When the DM calls for a check — "roll me a Wisdom saving throw" — you roll a d20 and add the little number next to that score on your sheet. Higher is better. That's the whole mechanic. You don't have to work out the math; it's already written down for you.
One mental shortcut: Strength / Dexterity / Constitution are your body; Intelligence / Wisdom / Charisma are your mind. Most characters are good at one or two, average at a couple, and bad at the rest. That's the point — it's what makes them a character instead of an action figure.
What You Actually Need
Nothing you don't already have.
- A curious brain.That's the main one.
- A pencil.HP goes up and down. You'll want to erase.
- Snacks.Nachos, pretzels, the works. The table shares.
- Friends.You already brought these.
- Drinks.They don't have to be alcoholic. Kidding.
The DM will bring the dice, the character sheets, the rules, the maps, and probably the minis. You just show up.
Common Questions
Do I have to act? Like, act-act?
No. Talk like yourself if you want — "my guy tries to pick the lock" is completely legal. If the mood strikes and you want to put on a voice, do it. The more people who lean in, the better the night. But nobody is going to hand you a monologue.
Do I have to memorize rules?
No. The DM carries the rulebook. You carry a pencil. When a rule comes up, the DM tells you what to roll. After a session or two you'll know your own character well enough that you won't need to ask. That's all.
I'm bad at math.
You're not. It's single-digit addition, and half the time the number you need is already written on your character sheet. If you miss it, someone at the table will catch it. Nobody cares.
How long is a session?
Three to four hours, usually, with a break somewhere in the middle. Long enough to get into it. Short enough to be home in time for whatever you were planning.
Can I drink?
Only one answer. Yes. We're Oscars regulars — the table will pour its own rules.
What if I do something the DM didn't plan for?
That's the best part. The DM is not writing a script — they're running a world. If you try something clever, the DM will make a ruling, give you a dice roll, and the story goes somewhere new. The game works because of the surprises, not despite them.
What if my character dies?
They might. Usually they don't — the DM is on your side more than it looks. If it happens, there are ways back, and in the meantime a good death is a gift. You get to make a new character, bring them in, and your legacy stays in the story.
Start Dreaming
You don't need to pick anything yet. You don't need to know the rules. But a week or two from now, the DM (probably the friend who sent you this link) is going to ask you who you want to be.
So start daydreaming. You can circle nothing. Just notice what pulls at you.
- Who do you want to be — the kind of hero you never get to be in real life, or the kind of scoundrel you secretly already are?
- What do you want your character to be good at — swinging a weapon, sneaking around, casting spells, or talking people into things?
- If you had to name them in the next thirty seconds, what would you call them?
Then tell the DM. That's all the homework there is.
Chapter III — Your Character →