The adventures run on the Coin will use the fifth edition of Dungeons and Dragons. Wizards of the Coast have provided the basic rules and a few of the playable character classes on their website for free. This includes the four iconic classes of cleric, fighter, rogue, and wizard, as well as what they view as the essential subclass for each. It also provides the dwarf, elf, halfling, and human as race options; in addition, the rules contain 120 spells, 5 backgrounds, and character sheets.
This link will take you to the free rules
If you’d like character options other than these, the Player’s Handbook provides many other classes, subclasses, races and backgrounds. If you’d like to purchase your own copy, that would be great. Another pair of eyes on the rules during actual play never hurts, plus it’s a really beautifully made book. If you are interested in a digital copy, get in contact with me through email and we can see what we can come up with…
You don’t need to memorize the entire thing. I don’t even have it all set in my head. I do ask that you have an understanding of the basic mechanic used in the game before we play. I present this here as a recap:
1. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character’s particular skill. (See chapter 1 for details on each ability and how to determine an ability’s modifier.)
2. Apply circumstantial bonuses and penalties. A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.
3. Compare the total to a target number. If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it’s a failure.
The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail. The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target number for an attack roll is called an Armor Class (AC). This simple rule governs the resolution of most tasks in D&D play.
You will also need to have made a character with a filled out character sheet. You can either print it out and bring it or have a digital copy on a mobile device if you’d like. Along with having a character ready to go, I ask that you have a basic understanding of how your character should work. What sorts of spells or special attacks and non-combat abilities it is capable of, etc. You don’t have to have the rules for these things memorized or anything… We can figure that out as we play. But you should at least know that your cleric can cast divine spells and your rogue can pick locks, or whatever. Most of that should be taken care of during the process of making your character and only becomes much of a problem when using pregenerated characters. If you have any questions about this, don’t hesitate to ask me.
You don’t need to have your own dice, as I have a ton from my years of gaming. But having your own set of dice is really cool. That’s why I have so many of them…
There are times we will use a physical map and miniatures on the tabletop. If you want to provide your own miniature for your character, that is fantastic! I do have enough extras that we can find something for you though. It won’t look exactly like the character in your head, however, which is the fun of finding a mini that represents your character.
That’s pretty much it. Just have a character sheet and basic understanding of the core mechanic. Other than that, bring your readiness to have fun and help us all tell a great story together!