Dungeons & Dragonscan be intimidating to new players. There are dozens of official rules and sourcebooks, as well as hundreds of unofficial sourcebooks that parties can use. When joining a new campaign for the first time, it’s easy for players to find all the information overwhelming.

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Dungeons & Dragonshas no limits to what can happen because no two campaigns are ever the same. With so much information available, it is easy for players to go in with preconceived notions. However, new and veteran players should let go of those expectations they may have developed before starting each new campaign.

10Min-Maxing Is Bad

This subject can divide theD&Dfanbase the instant it comes up. Min-Maxing is when a player builds a character to try andminimize their weaknesses while maximizing their strengths. However, making an overpowered character by accident is easy enough with a good roll. Additionally, the GM has the authority to counter such characters byincreasing combat rating and stats on NPCs. This is even further mitigated by having a session zero, and discussing campaign goals among the group. Character creation is a chance for players tobuild a version of themselves they want to see succeedin the campaign world.D&Dis more than just dungeons and dragons — there is a roleplay element, which also acts as a way to balance unbalanced characters.

9Every Campaign Needs A DM

While a good DM can make a campaign fun for the players, having one is not a requirement to run a session.There aremultiple pre-made adventures that can be played solo or without a DM.

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TheCastle Ravenloftboard game andWrath of Ashardalonboard game are great examples. There are also plenty offan-made adventures available onlinethat use the fifth edition rulesets and settings. These types of adventures are a great way to introduce new players toDungeons & Dragons. Players can also use this as an opportunity to take turns directing the narrative amongst themselves. In this type of playstyle, each player can create NPCs and plot points that the party will eventually face.

Finding a group to play D&D with can be a struggle. Even with online resources, scheduling and real-life commitments are always a factor. It is because of this that many new players will find themselves trying to stick with groups that just don’t mesh well. There is a misconception that anyD&Dis better than not getting to play; however, this is horribly wrong.If a player or DM is uncomfortable at the table, many veterans to the hobby will encourage them to leave that group. There are multiple versions of “safety tools” available online, which provide simple rules that help ensure everyone at the table feels comfortable. At the end of the day,“NoDungeons & Dragonsis better than badDungeons & Dragons.”

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7Certain Classes & Races Are Boring

When creating a new character, players will often look for outside inspiration to decide what classes and character race they should pick. It is very common to come across opinions that say such as, “Rangers are useless,” or “Humans are boring.” When this happens, a new player who wantedto be a human rangermay suddenly feel like they should change their character.

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These are in fact just misconceptions, based on poor experiences or biased opinions.Character creation inDungeons & Dragonsis an experience on its own, and each player will want to explore that experience different from the next.There is no such thing as a boring character class or race.Some may have fewer features available, but boring and fun are both subjective.Any character build has the potentialto grow into something amazing through roleplaying.

6Players Have To Follow Every Rule

The largest benefit toD&D’slong lifespan is the constant updates it receives to its rules. There are dozens of official rules for how sessions should run and ways certain characters should behave. While having all these different rules is great when introducing someone new to the game, rules are sometimes meant to be broken. This of course is something that players and DMs will need to discuss together. The"Rule of Cool"can describe moments where technically the written rules prevent a player’s action, but the DM can choose to allow it. DMs also have theability to homebrew campaign-specific rulesthat override official ones that may not suit the campaign world.

5Never Split The Party

Depending on the size of an adventuring party, DMs may run into instances where members want to split up. The primary concern with this is that it forces the DM to potentially deal with at least twoseparate storylines. If one group wants to jump on a boat headed out to sea and the other wants to build an amusement park, splitting up will definitely cause issues. In situations where players want to explore a small town, though, they should not be forced to all go inside the same store at the same time. The same can be said when players are given multiple objectives that can be sped up if they divide the work.Splitting the party can be a great way to gather resources or speak to NPCs.When used to divide and conquer, it can even be an interesting way to introduce plot points, and lead to players communicating with one another.

4Players Have To Make Up Voices All The Time

D&Dis great for players who enjoy being theatrical. Series such asCritical Rolefeature talented actors who have had years of training, offering endless entertainment. While the level of acting allows viewers to enjoy watching the series, it isn’t a standard for non-professional setting games.

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While using voices to get into the character can be fun, it is not a requirement.Not everyone is a professional with years of acting experience, especially in home games. Players and DMs should use a session zero to discuss whether creating a voice for their characters is something players should try.

3The Party Will Visit Every Location On The Map

Whether in a homebrew world or a pre-built setting, world maps for campaigns are often huge. Havinga fully fleshed-out world is great for providing ways to introduce loreand even travel options. While giant homebrew worlds are exciting, the reality is that even in a level 1 through 20 campaign,players will only explore a fraction of the map. For example, Waterdeep is one of the most well-known cities inD&D. The city has plenty of places to explore, and entire campaigns take place in the region. Waterdeep is one city-state, in one region out of five on a continent, and it is entirely normal for players to never leave the city because there is so much to see and do.

25E Is The Only TTRPG System Available

WhileD&Dis a widely popular tabletop game, it is not the only system available.There are dozens, if not hundreds, of TTRPG systems available in digital and print. TheseTTRPGs explore a variety of different worlds and styles.

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For example, Monte Cook Games’Invisible Suntakes players to a world full of surreal fantasy.Coyote and Crowwill take players to a sci-fi world where colonization never happened. There is something for everyone to explore, and systems for every playstyle.

1Players Need More Than One Dice Set

A common trend with fans ofDungeons & Dragonsis having huge dice collections. Some people will recommend you get a new set for every new character; however, this is just a preference.Dice sets, especially custom or metal dice, can be very expensive,especially when multiple characters are involved. Most players will only ever need one set of dice regardless of the number of campaigns they participate in. Some spells, such as the Sleep spell, require players to roll a minimum of 5d8 dice; in these cases, rolling a single d8 five times and adding those together works the same.

NEXT:Things You Need To Know Before Starting Your First Dungeons & Dragons Game

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