The Ultimate 2026 Checklist for D&D Beginners (Comprehensive Beginner's Guide to Dungeons & Dragons in Singapore)!
- Tene
- 9 hours ago
- 11 min read
So, you’ve sparked an interest in Dungeons and Dragons (D&D). Maybe you saw a podcast, caught a YouTube video, or have been influenced by your nerdiest coolest friends.

You googled what you need to get started, coming across the stacks of books, piles of dice, and hordes of miniatures that you need. Not to mention, the acting lessons you need to take, the rules you need to memorise, and the fantasy history you need to study – best start reading now!
Okok, jokes aside. D&D seems like an intimidating game for beginners, but we promise it’s actually much, much simpler.
To answer some quick questions:
Yes, the books are thick.
Yes, there are many dice.
No, you don't need to be an actor.
In fact, you can start a game with absolutely zero knowledge, a handful of dice, pen and paper, and of course, someone who knows some of rules – who will typically act as the Game Master (GM)
However, there’s nothing wrong with wanting to be prepared. So, let us help you with this handy checklist of everything you need to play your first game of D&D!
The Philosophy of Play: The Mental Checklist
Knowing is half the battle. And there are a few things to know about D&D before you dive in.
The Number One Requirement
Ask yourself this. Have you ever read a book, seen a movie, or recounted an experience to someone? If you have, check that off your list! You’re already qualified to play D&D!
D&D, first and foremost, a storytelling game. Yes, guidelines exist to guide the story, but what that story is comes directly from you.
Worried about not being a good story teller? Your stories don’t need to be cinematic masterpieces; you just need to enjoy creating and telling them.
Remember it’s Collaborative!
It can be easy for beginners to think D&D is a competitive “Player vs Player”, or “Player vs GM” game. However, this is a common misconception.
One of the golden rules of D&D is collaboration and cooperation – it is not a solo venture. Everyone is there to tell a story together; a story of heroic acts, mischievous deeds, and working as a team towards a common goal.
Whether that story took a million detours because the party was busy arguing with the shopkeeper for a discount, or led somewhere far grander, it’s a tale you’ll craft together at the table. other players at the table.
Safety First!
Like how sports games have rules to avoid injury, the best D&D games have ‘safety tools.’
GMs use these tools to ensure that every player’s safety and consent is respected at the table. This can range from having a safe word if the game gets too intense, or asking permission before doing something violent or over the top to another player.
D&D & TTRPG studios, stores and professional game tables commonly employ safety tools to ensure safety at the table. These could include things like Lines and Veils, Script Change, and Stars and Wishes.
For example, TableMinis Studio & Store has a ‘Social Contract’ that all players agree to before starting a session. These tools help players and GMs manage triggering topics and signal discomfort without needing to explain why.
In a game where nearly anything can happen, player safety and comfort has to be the number one priority. Never be afraid to communicate your boundaries as a player, or establish safety guidelines as a GM.
Gear up!: The Essential Equipment
Now that you’re mentally prepared, let’s talk about what you need to bring to a game!
D&D is a game with an ever-increasing number of books, miniatures and accessories, but are they all essential? Let’s break down what you should have for your first session:
A Lucky Set of Dice

Arguably the most important components of D&D, dice have been part of the game since its first edition. But how many dice do you need, and what does each one do? Let’s take a look.
In Dungeons & Dragons, a set of dice consists of seven dice: a d20, d12, d10, percentile die (d%), d8, d6 and d4. The number simply refers to how many sides each dice has.
Here’s what each of them are for:
D20:
The most commonly used die. The d20 determines how effective your actions are in game, known as a skill check. Rolling a 1 guarantees the worst possible outcome, while a natural 20 promises the best . It’s also used for saving throws and attack rolls.
D% and D10:
A d10 is a 10-sided die numbered 0 to 9. A d% is the same, ranging from 00 to 90. These are used together to generate a number between 1 to 100 for percentage checks. A result of 0 and 00 is read as 100.
D12, D8, D6 and D4:
These are used interchangeably to determine things like damage dealt, damage taken, or amount healed. Stronger weapons or spells will typically use higher dice like the d12 or d8, while weaker or more common ones use a d6 or d4.
These are just some common uses.. Your GM may call on any die for different purposes during the game! Some gaming studios and shops provide dice if you don't have your own set, and many players use digital dice sets as well.
That said, there’s a real charm in owning your own physical set. Many players choose one that represents themselves or their characters. So go ahead and find your lucky set today!
Character Sheets!
Think of a character sheet as your character’s ID. It holds the basics: your stats, race, name,level, and more. Like most things in D&D, this is also highly customisable!
‘Crunchy’ character sheets tend to be more detailed and mechanics-driven,, tracking stats, rules references and inventory weights.
‘Narrative’ character sheets are often lighter, focusing on the broad strokes and story moments of a character. There are no hard and fast rules, as long as you can read and use your character sheet, you are good to go!
Sites like DNDBeyond offer standard templates and step-by-step guidance for creating your character sheet. Players can print their sheets and annotate them physically or fill them out digitally. If you’re unsure where to start, ask your GM for tips!
What About the Books?

There are many, many, many different books for the different modules in D&D, but for beginners, the two key ones are the Player’s Handbook and the Dungeon Master’s Guide.
While these books provide a deeper insight into the rules, lore and how to play or run a session, they aren’t required to start a game. Plenty of material is freely available online,and most GMs will guide you through the rules anyway – so feel free to leave it off your checklist.
If you’re interested in understanding the more in-depth rules and nuances of D&D, like having a physical reference, or just wanting to add to that fancy book collection on your shelf, they are absolutely worth adding to your reading list.
And the Miniatures?

Miniatures and terrain pieces can add onto any adventure. Custom miniatures can better reflect your character and deepen your immersion into the world you’re building.
However, they are entirely optional.. Players have been known to use rocks, coins and even pieces of lint to represent their characters on the board! Once you’re confident your character is in it for the long haul, consider commissioning a miniature to commemorate them!
Not a fan of lint? Dedicated game studios and stores provide a selection of adventurer miniatures to stand in for your character until you feel ready to get your own!
Accessories??
You may have come across things like dice towers, dice bags, or the infamous dice prisons. None of these are necessary to play, but they are guaranteed to earn the envy of everyone else at the table.
Your buying guide
Now that you have a clearer idea of what you need to start playing D&D, where do you actually get them in Singapore?
While most board game or tabletop shops carry some of what you’re looking for, dedicated TTRPG shop will typically have everything on your checklist under one roof: dice sets, handbooks, miniatures, and accessories all in one place.
It’s worth seeking one out, especially as a beginner, since the staff tend to be enthusiasts themselves and can point you in the right direction.
Singapore’s TTRPG scene also has a number of local creators and small businesses worth supporting: from custom 3D printing, to dice sets and peripherals, and accompanying accessories like apparel, stickers and keychain vendors. Picking up from within the community is a great way to get connected before you roll your first die!
What Now? The Singapore D&D Roadmap
Perhaps by now you’ve ticked off your mental and physical checklist, so how do you put all of it to use and start finding a game?
If your friends have already got something organised, then you’re all set! But for everyone else, here’s a simple roadmap to playing your first game of D&D in Singapore.
Step 1: Get to Know the Community
First, you don’t need to know everything before jumping in, just enough to know what you’re getting into!
Consider joining local D&D Discord servers or Facebook groups. Ask questions, meet players, and get a feel for the scene before you commit to anything. Better yet, drop by a D&D studio or your local game store, and meet some of those already in the community!
Step 2: Start Small!
Once you feel ready, start looking for beginner or taster sessions. Enthusiastic beginners might be raring to dive into a two-year long campaign right off the bat, – but if you’re new, it’s better to start small.
Look for taster sessions, beginner campaigns, or one-shots in the local scene, as these are better catered to teaching new players the rules and flow of the game. It’ll also help you figure out what kind of D&D player you are and what campaigns you might enjoy in the future.
Many studios offer beginner tasters or learn to play sessions where players are guided by professional GMs through a short introductory experience. If you need help findingt beginner courses, check out our guide on the best places to play D&D in Singapore!
Step 3: Book Your Session
Once you’ve found a good beginner session, book it and mark it down in your calendar! For any further questions, turn to the local communities or speak to the venue that you’ve booked with.
Step 4: Show Up and Play!
Have an amazing time playing D&D!
Step 5: Roll and Repeat!
Now you’ve got a game under your belt, it’s time to figure out what’s next.
Consider trying a beginner campaign or workshop as your next step. This is also a good time to complete your physical checklist if you haven’t already.
Good Luck, Adventurers!
Dungeons and Dragons is an amazing hobby to get into. Dedicated players have taken the game beyond its initial scope with fantastical props, worlds and costumes. It is important to remember though, that even the most veteran player started out as a beginner.
D&D is a game that everyone can get into.
We hope that this checklist and step-by-step guide gives you a clear path towards making your first roll at a table!
Good luck, and see you down at the tavern, future Adventurers!
Technical Appendix
Here are some common terms that you’ll encounter in D&D and other TTRPGs. This list is by no means exhaustive. It is not necessary to memorise them, but having a rough idea of what they mean can go a long way and help you better understand what everyone’s talking about at the table!
Term | Definition: |
A D&D Session geared towards teaching new players the rules and different aspects of playing D&D. Beginners are encouraged to attend these first. | |
A short adventure designed to be finished during one session. Usually lasts for 3 to 4 hours. | |
A short adventure that takes place over a few sessions. Usually 2 to 3 sessions. | |
A long adventure that takes place over multiple sessions. These can range from a month to years. | |
Adventurer’s League | An official organized play association for D&D. It contains its own set of rules that allow players to bring their character to play at different organized play events. |
Module | A pre-written published adventure with a set of defined rules or guidelines. |
Homebrew | Unofficial ‘home-made’ adventures or rules created by the Game Master or from other unofficial sources. |
Above Table | Used when someone needs to speak out of character or address the table outside of the roleplay. |
O.O.C (Out of character) | Used to signal when you are talking as a player, not as the character you are playing. |
Meta-Gaming | Using knowledge that you know above-table to influence your in-game decision. |
R.A.W (Rules as Written) | The definition of rules written in the official books. Used when a DM chooses to follow the rules exactly as written on the page. |
A.C (Armour Class) | This determines how difficult a person or creature is to hit. This number can be increased by wearing armour, using shields or spells. An armoured knight naturally has a higher A.C than an unarmoured civilian. |
D.C (Difficulty Class) | This determines how difficult a task is. Game Masters will assign this. Players need to roll the DC or higher to succeed. A difficult task would have a higher DC than a simple task. |
Ability Check | A d20 roll that determines the success of a character’s action. Ability checks are made against a D.C to match or beat the number. |
Ability Modifier | Numbers from your Ability stats. These can add or subtract to a roll. |
Natural 20 | The dream of rolling a 20 on a d20 for an ability check. This gives you the best possible outcome of an action or a critical hit in attacking. |
Dirty 20 | A fraud of a natural d20. This is achieved when your modifiers add onto a dice roll to give you a 20. It is taken as a regular dice roll with no added benefit. |
B.B.E.G (Big Bad Evil Guy) | The main villain/villainess of a campaign. |
T.P.K (Total Party Kill) | When the entire party is killed in a single combat. This often makes the table very sad :(. |
Advantage | Rolling a d20 twice and taking the higher number. Advantage is given when a character has something that helps them in a task. E.g Having food on you when taming an animal. |
Disadvantage | Rolling a d20 twice and taking the lower number. Disadvantage is given when something is hindering a character from completing a task. E.g Trying to lockpick in the dark. |
Saving Throws | How well you can avoid the effects of a bad situation or spell. E.g Can you resist being poisoned from eating food off the floor. |
Spell Slot | Energy that magic users need to spend when casting a spell. Spells slots have their own levels and can only be used for spells of the same level or lower. E.g A Level 3 spell slot can be spent on a Level 1 spell. |
Spell Level | Every spell has a certain level attached to it. They can only be cast with spell slots of the same level or higher. |
Cantrip | A spell with level 0. This means they can be cast anytime without spending spell slots. |
P.C (Player Character) | This is your character! Or a character played by someone other than the Game Master. |
N.P.C (Non Player Character) | These are characters played by the Game Master! |
H.P (Hit Points) | Determines how much damage you can take. These are your health points, safeguard them very carefully! |
Initiative | Determines the order in which people take their turns in combat! |
Long Rest | 7 to 8 hours of in game rest for your characters. It restores all Hit Points, Spent Spell slots and special features. Ask your Game Master for them all the time. |
Short Rest | 3 to 4 hours of in game rest for your characters. It restores some Hit Points and some special features. Ask your Game Master for this after they reject your request for a long rest. |
Action | An action you can take during your turn in combat. Characters typically have 1. Certain classes have more actions |
Bonus Action | An extra action you can take during combat. Most attacks, spells or abilities will specify if they are a bonus action. |
Reaction | An action a player can take once to react to another character’s action during a combat round. Actions will specify if they are reactions. |
Movement Speed | Determines how far a character can move during their turn in combat. |
Opportunity Attack | A special reaction players can take to attack an enemy leaving their melee attack zone. |
Conditions | A harmful effect that can affect a player or enemy. These can be afflicted through spells, poisons or certain actions. There are a wide range of conditions, each with specific effects. |
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