The chapters and headers listed here match those in the Player's Handbook (PHB). Please refer to the PHB for further info/clarification.
There are six attributes (important general usage in brackets per my opinion; each class has different requirements):
A score of 10-11 is "average human," 20 is the maximum for player characters. Modifier is used much more than score.
Score | Modifier |
---|---|
1 | -5 |
2-3 | -4 |
4-5 | -3 |
6-7 | -2 |
8-9 | -1 |
10-11 | +0 |
12-13 | +1 |
14-15 | +2 |
16-17 | +3 |
18-19 | +4 |
20-21 | +5 |
Only affects d20 rolls. Advantage is "roll 2d20 use highest," disadvantage is "roll 2d20 use lowest." Neither effect stacks. You are either "at advantage/at disadvantage," or not. Advantage and disadvantage cancel each other out.
Only affects d20 rolls. Does not stack. You are either "proficient," or not.
When attempting to do anything that has a chance to fail. Roll a d20 and add relevant bonuses. Players generally trigger these by saying things like "I try to hide" or "Can I examine X for traces of magic?".
Tug-of-war scenarios. Highest roll (with bonuses) wins. Ties generally result in neither side winning.
See "Using Each Ability" in the PHB for a breakdown.
How good your character is when you're AFK. Passive scores are 10 + all relevant modifiers. Mainly used for passive Perception, for spotting stealthy enemies or hidden traps.
One character proficient in a check can help another, giving them Advantage on their check.
Can be called for by the DM. If at least half the group succeeds, the group succeeds.
Roll a d20 and add relevant bonuses. Used to avoid negative effects.
1 hour rest (DM dependent). On completion, spend Hit Dice to heal. Some things recharge on short rest.
8 hour rest (DM dependent). 6 hours minimum sleeping, 2 hours maximum light activity. Can't benefit from more than one in a 24-hour period. If interrupted by more than an hour of strenuous activity, must be restarted.
Turn-based, cycles through combatants in initiative order -- a round is one turn from each participant. A turn is action + bonus action + movement (all optional).
See this quick reference for the short and sweet version, or to refer to when playing. Alternatively, see PHB p189-198, this stuff is all pretty important.