Dungeons and Dragons is a popular tabletop role-playing game that has been loved and hated, played and refreshed since the 1970s. Spanning five editions and several spin-offs (including one in the Star Wars universe), it's not hard to believe that a game this long-lasting would need some basic rules. Nearly everyone knows about the ability to use magic and weapons, but the finer points are occasionally fuzzy.
There's a reason that this game was stereotypically for nerds; there is a lot of paperwork and math involved. But the satisfaction that comes from finishing off an enemy or completing a mission is one that can't be beaten. The thing that helps the most is to have a group of people who know the rules and are willing to play by them. There are horror stories online of people who broke the rules and ruined the campaign for everyone.
That's not to say though that every broken rule is done so purposefully. In fact, the points on this list are just that: rules people don't realize they're breaking. Whether it's from lack of reading, lack of understanding of the game, or just not enough time and experience, there are different factors as to why they're on this list. Some of the points are things I've seen in my own campaigns and had to deal with. Others have (thankfully) been researched. If you're a beginner looking to get into the game or an old pro who sometimes forgets one or two things because things change from edition to edition, this is a list for you. Do take note that these are mistakes based on fifth edition's rules.
12 A Wandering Rogue
In the world of Dungeons and Dragons, there are what are called alignments. It is a system that helps you understand your character and figure out what kind of choices they would make when put in a specific situation. They span from lawful good (think Superman) to chaotic evil (read: Joker). Your character will fall somewhere in between. The hard part though is to stick to an alignment once you pick one. Rules technically get broken all the time with this.
11 The Fine Print
Magic can be a lifesaver in your campaign, especially if your caster knows what they are doing. However, not everyone takes the time to really understand their chosen abilities. There are aspects to each spell and cantrip that changes depending on the edition that are absolutely crucial. A lot of times people get caught up in the action and forget that their spell takes a few minutes to boot up, or that they need to collect very specific components before they can do anything. Not being read up can cause even the most advanced player to unintentionally break the rules.
10 Carry On My Wayward Son
For some players, combat can be a bit more complicated than they expected. With a bunch of dice to choose from and differing times to roll, it's easy to get confused. Just to set the record straight, in the fifth edition, there is no such thing as a surprise turn where you do not roll initiative.
You always roll initiative.
Even if a group of Kobolds has your party in a trap, you still roll your initiative when combat starts. Whether you personally are taken by surprise depends on whichever skill the DM tells you to roll before the battle begins.
9 Multitasker
In combat, there are a few phases allowed per turn. You generally have one movement, action, and (depending mostly on your character) a bonus action. A lot of people who don't know the rules as thoroughly might perceive this to believe that they can only use one spell at a time. This is actually false. A rule/loophole in the fifth edition is that you can use both a spell and a cantrip (free of cost spell) in one turn. A lot of players forget that the bonus action can be used for spells.
8 Good As New
As an adventurer, you want access to someone who can heal your inevitable wounds. Generally, that means someone in your party is designated healer, usually a cleric or a druid.
Paladins can heal themselves, unlike other healers.
There is another route if you can't sacrifice the fighting ability to have a full-blown healer. Any paladin can heal with 'lay on hands'. With most healing abilities, you can only heal others. But with paladins, you can actually heal yourself, which is a nice loophole rule that people tend to forget.
7 Watch Your Step
There are surprisingly quite a few integral changes between the fourth and fifth editions that can keep people from avoiding trouble in their games. One of these is the way movement works in combat. In the fourth edition, you could move a square (five feet) away from an enemy if you needed to regroup. In the fifth edition, you can still do that, but it gives your enemy a chance to swing at you as you retreat called an attack of opportunity. I personally have seen this slight change affect party members, as the editions changed, and it led to some crippling blows.
6 No Pause Button
Once again, a change in editions can change the way that players run their characters. In this case, it means that you have a harder time retreating from battle, just like the last entry. In the fourth edition, you are able to delay your initiative in case you need to come up with plan B. In the fifth edition, you can still change strategies, but you have to give up your turn to do so. For example, instead of being able to tell the DM that you need a minute, you must spend your turn defending.
5 A Longer Time Out
Changing specifics of the overworld is to be expected when making a new version of an old game. That's why some groups have trouble with understanding how short rests go. A short rest will allow your characters to gain back some magic or abilities and have the opportunity to heal up after combat.
Short rests are longer than you think.
In previous editions, a 'short rest' was only five minutes and a long rest was a full eight hours. In the fifth edition, a short rest is an hour long, creating some trouble in time-sensitive situations.
4 A Well-Made Plan
This perhaps falls more under etiquette than rules, but is still something that some players struggle with: having your turn figured out before you go. This is a big thing when you have a large group and everyone wants to participate in combat. One general rule of thumb is to have your turn decided and maybe even your dice rolled when the DM gets to you. (Remember not to fudge any rolls though! It's easy to be tempted to do this, but you must resist).
3 Heed My Warning
If paying attention is not a formal rule, it should be. Your DM (or GM, they're the ones who are narrating your story) has spent a long time putting your campaign together and they deserve to be heard.
Paying attention helps make the game fun.
Many times the world building they set up will help you on your way. If you don't listen to them the first time, not only is it rude, but you miss out on an experience and make others annoyed. Most groups have a no technology rule when they play.
2 A Solo Career
Okay, so you're a half-orc barbarian with an anger problem. That means you're probably a great asset to the team in combat, but there is an old adage for you to remember: there is no 'i' in team. Unfortunately, this is a problem some players have. They get angry when someone else 'steals their glory' or if they get knocked unconscious and can't show off their slick moves. Keep in mind the monk probably has a pretty neat ability they're charging up in order to help YOU survive.
1 Carry A Big Stick
Part of the charm of Dungeons and Dragons is the role-playing aspect of it. Every character is given the chance to utilize skills that help more on the home front than on the battlefront. But they never will get to use it if you play a character who hits first and then talks later. Being mindful that other characters have some great persuasion skills can enrich your session all the more. Allowing for roleplay is half the game and should be an inherent rule.