>>96895845 (OP)
I'm gonna actually help you.
The game is obtuse, but basic conflict resolution, it boils down to one of three scenarios: combat, skill check, and magic
Combat proceeds as follows:
>Roll initiaive (a dex check) to determine turn order
>Player can move, act, and use a bonus action in a turn
>Acting is casting a spell or choosing to fight like a fucking jrpg
>Bonus actions include dashing, hiding, supplementary actions and spells certain classes get, and reactions
>Reactions include attacks of opportunity; you get a free attack if an enemy within 5 feet of you tries to leave combat with you
>It's aligned to a grid of 5 foot squares, learning this is like 99% of learning the game
>turns continue until one side murders the other
>When you lose all your HP, youcan make a death saving through (con check), if you fail 3 of them in a row, you die for good, if you are healed at any point during this, you're fine
Skill checks:
>DM calls for a skill check
>Beat check to do thing, if tied, defense always wins
Magic:
>separated into two major catagories
>Instant = spell is cast instantly
>Concentration = requires a spell check (your spell modifier...which is just your casting stat+10+proficiency bonus, which is determiend by your level)
>Every turn, it requires another spell check to keep the spell up
Leveling:
Every class has a track that details exactly what you get every level, the only choices you get are attribute improvements, (you get 2 more points to spend anywhere, to a max of 20) or you can opt to take a feat instead (most feats get a +1 attribute point anyway). You get a certain amount of spell slots per level of spell. Just pick them from a list.
How to make a character not suck:
>numbers literally do not matter, it's allabout thresholds
>Your attributes determine the saving throw, sub 16 in an attribute means it will never go off
>Your goal is to hit 20 in your main stat to do anything remotely good.
>Until then, you suck.