What Happens in a D&D Encounter? Let’s Break It Down
Hello Everyone! So, you’ve decided to give this Dungeons & Dragons thing a try.
Maybe your friends are talking about it, or your grandkid wants you to play with them.
That’s really great! I remember when I first started. I heard all these words being thrown around, and I just nodded along, pretending I knew what was going on.
One of the biggest words was “encounter.” It sounded so serious!
Let me tell you, it’s not a scary word at all. In fact, it’s one of the most fun parts of the game.
If you’ve ever played any game, a board game, a card game, or even pretended as a kid, you’ve already done something like an encounter.

I’m going to explain it to you in the simplest way possible, like I’m sitting right across the table from you with a big bowl of snacks.
Don’t worry about complicated rules or math. We’ll take it nice and slow. By the end of this, you’ll know exactly what we are talking about.
So, What Exactly Is an Encounter?
Okay, let’s get to it. In Dungeons & Dragons, an encounter is just a fancy name for a single event or challenge your character faces.
Think of the entire game like a story in a book. The book has chapters, the chapters have paragraphs, and the paragraphs have sentences.

An encounter is like one of those really important sentences that move the story forward.
It’s not always a big fight with swords and magic, though that is a very common and exciting type. An encounter can be lots of things!
Here are a few examples:
- You’re walking through a dark forest, and a group of goblins jump out from behind the trees. That’s an encounter.
- You find a treasure chest, but it’s locked with a complicated mechanism. You have to figure out how to open it without setting off a trap. That’s also an encounter.
- You arrive at a king’s castle and need to convince his guards to let you inside to ask for help. How you talk to them is an encounter.
- Your group needs to cross a wide, rushing river. The bridge is broken. How will you get across? You guessed it, that’s an encounter!
Basically, anytime the game master (the person telling the story) presents a situation where your character has to make a choice or do something, you’re probably in an encounter.

It’s a little chunk of the adventure. You complete one encounter, and then the story moves on to the next thing, and then the next.
Before you know it, you’ve had a whole session of fun.
The Different Flavours of Encounters
Just like snacks, encounters come in different types. Some are spicy (combat!), some are sweet (talking to a friendly NPC), and some are a little sour ( tricky puzzles).

Knowing the types helps you understand what to expect.
There are three main kinds:
1. Combat Encounters: This is the one most people think of. This is when things get physical. You’re in a fight against monsters, evil knights, or maybe a giant dragon. You’ll use your weapons, your spells, and your quick thinking to win the fight.
There are rules for who goes when, how to attack, and how much damage you can take. It might sound complex, but it’s really just like playing a simple board game on top of the story.
The game master handles most of it, so you can just focus on what your cool character does.
2. Social Encounters: This is all about talking. Your group meets another character in the world, maybe a scared farmer, a shady merchant, or a powerful queen.
You need to get information from them, convince them to help you, or maybe even lie to them.
You don’t roll dice to attack here; you might roll dice to see how persuasive or intimidating you are. It’s like acting out a scene from a movie.
I love these because you get to really be your character and make choices based on their personality.
3. Exploration Encounters: This type is about dealing with the world around you. The environment itself is the challenge.
It’s about climbing a steep cliff, navigating through a swamp without getting lost, disarming a trap on an ancient tomb door, or identifying a strange, magical fungus.
These encounters make the world feel real and dangerous. They often involve a lot of creativity. How do you get across that bottomless pit?
Maybe you can tie ropes together, or maybe the wizard has a clever spell!
Most adventures are a healthy mix of all three.
You might talk your way past the guards (social), fight some monsters in the dungeon (combat), and then figure out how to unlock the secret door (exploration). It keeps the game fresh and exciting for everyone.
Why Are Encounters Such a Big Deal?
You might be wondering, “Why break the game into these little pieces? Why not just tell the story?”
That’s a good question! Encounters are important for a few really good reasons.
First, they give everyone a chance to shine. In a big, open story, sometimes louder players can take over.

But with structured encounters, the game moves from person to person. In a fight, everyone gets a turn. In a social scene, the charismatic bard might do the talking, but the quiet rogue might notice the noble is lying based on a nervous tick.
In an exploration challenge, the strong fighter gets to smash down the door while the smart wizard figures out the ancient runes.
Encounters make sure everyone at the table gets to be part of the action.
Second, they create tension and excitement. Imagine a movie where the heroes just easily did everything without any trouble.

It would be pretty boring, right? Encounters are the obstacles that make the story thrilling. Will we win the fight?
Can we convince the dragon not to eat us? Will we solve the riddle before the room fills with sand? That uncertainty is where the fun and the laughter (and sometimes the groans of defeat) come from.
Finally, encounters help the game master. Running the whole world is a big job!
Thinking in terms of encounters, “Okay, first the river crossing, then the goblin ambush, then meeting the hermit”, makes it much easier to prepare and run the game.
It’s like having a recipe for fun. It provides a structure so the game master can focus on telling a great story without getting overwhelmed.
How a Typical Encounter Actually Plays Out
Let’s suppose we are all playing together. Our characters are walking through a dark, spooky cave. Our lights are shining on the wet walls.
Suddenly, something happens!
Step 1: The Game Master Tells Us What We See and Hear.
The person running the game, called the Game Master, describes what is happening. They might say in a quiet, serious voice:
“You are walking quietly through the cave. The only sound is the drip, drip. of water. Then, you hear a scratchy, skittering noise from the ceiling above you.

Before you can even look up, a giant, hairy spider as big as a large dog drops down from the shadows and lands on the rocky floor right in front of your group! Its eight eyes glow, and it lets out a hiss.”
This is how every encounter starts. The Game Master paints a picture with words so we can all imagine it in our heads.
Step 2: We Decide Who Goes First.
Now that we are in a fight, we need to know who gets to do something first. Do you swing your sword before the spider bites? Does the wizard get to cast a spell?
To be fair, we all roll a special die called a twenty-sided die. It has twenty sides, so it can land on any number from 1 to 20.

Everyone rolls it, even the Game Master for the spider. The person with the highest number goes first, then the next highest, and so on.
This list is called the turn order. It helps everyone know when it is their time to act, so no one gets confused or left out.
Step 3: We Take Our Turns.
Now we go down the list, one person (or one spider) at a time. When it is your turn, you get to do things!
Think of your turn like having a little pocket of time. In that time, you can usually do three kinds of things:
- You can MOVE. You can walk, run, or step to a new spot. Your character sheet tells you how far you can move.
- You can take an ACTION. This is the main thing you want to do! Your action can be to swing a sword, shoot an arrow, cast a magic spell, or even try to talk to the spider (though it might not listen!).
- You might get a BONUS ACTION. This is like a little extra thing you can do if your character has a special skill. Maybe you can shout encouragement to a friend or take a quick second swing with a dagger.
Let’s say it is your turn. You decide to move your character closer to the giant spider. Then, you use your ACTION to swing your sword at it.
To see if you hit the spider, you roll the twenty-sided die. You add a number from your character sheet to the roll. If the total number is high enough, your sword hits! That feels great.
Then, you get to roll a different die to see how much it hurts the spider. This is called damage. The Game Master will subtract that number from the spider’s health.
Then your turn is over, and it becomes the next person’s turn.
Step 4: When the Encounter is Finished.
We keep taking turns until the problem is solved. In this case, we will probably keep fighting until the spider is no longer a threat.
Maybe we defeat it, or maybe it gets scared and runs away back up to its web.

Once the spider is gone, the encounter is all done! The Game Master will stop describing the fight and will go back to telling the story.
They might say, “After the spider scurries away, the cave is quiet again. Your light shines down the tunnel, and you see it leads to a old wooden door.”
And just like that, we are ready for the next part of our adventure. An encounter is simply a small challenge in the bigger story, and everyone at the table works together to overcome it.
A Little Story From My Game
I want to share a quick story from one of my games to show you how a non-combat encounter can be the most memorable part of the night.
]We were trying to get information from a very stubborn old dwarven blacksmith. This was a social encounter.

Our big, tough fighter was useless here; you can’t intimidate this dwarf! Our wizard was too busy looking at the strange gems in the shop.
But our halfling rogue, Pip, decided to try a different approach. Instead of asking about our quest, Pip started asking the dwarf about his craft.
He complimented the finish on a battleaxe. He asked how he got the metal to hold such a sharp edge. The dwarf’s eyes lit up!
No one ever asked him about his work before. They talked for ten minutes about metallurgy (which is just a fun word for working with metal).

Pip never rolled a dice to persuade him.
He just roleplayed being genuinely interested. Because of that, the dwarf not only gave us the information we needed, but he also gave Pip a beautifully made dagger as a gift.
We still talk about that moment. It wasn’t a fight, but it was a perfect encounter because it was all about making a connection. It’s those moments that make the game so special.
What Do You Get Out of It? (The Rewards!)
After you finish an encounter, especially a tough one, there’s usually a reward. This isn’t just about getting stuff; it’s about feeling like you accomplished something.
The most common reward is experience points (XP). Think of it like points in a video game. When you get enough XP, your character gains a level!

This is super exciting. Levelling up makes your character stronger, gives you new abilities, and makes you better at what you do.
You get XP for overcoming encounters, not just for killing things. Talking the goblins into surrendering or cleverly avoiding the trap should give you just as much XP as fighting would have.
The other big reward is treasure. This could be gold pieces, a magic sword, a cool helmet, or a mysterious potion.
Finding a chest full of treasure after a big fight feels amazing. It gives you new tools to use in future encounters. That potion of healing might save a friend’s life later on!
But the best reward, in my opinion, is story progress. Every encounter you overcome gets you closer to your goal. You saved the farmer’s son?
Now the whole village loves you and will help you on your quest. You decoded the ancient map? Now you know where to find the villain’s secret lair.
That feeling of moving the story forward together is the biggest reward of all.
Your First Encounter: A Cheat Sheet for What to Do
Alright, so the Game Master just described something happening.
A gate is blocked, a talking cat wants a favour, and some bandits show up. Your first thought might be, “Okay, what do I actually do now?”
Don’t sweat it. Just follow these five steps. You can’t go wrong.
First, just listen. Let the GM finish talking. Take in the details. Are you in a dusty canyon? A fancy ballroom? That stuff matters.
Second, ask a question if you need to. If you didn’t get something, just ask! “So, how many bandits are there?” or “Is the door made of wood or metal?” Getting a clear picture helps you decide.

Third, think about your character. You’ve got a sheet that says what they’re good at. Is your character the brave type who would charge in? The smart one who looks for a way around? The charming one who tries to talk? Do what feels right for them.
Fourth, tell the table your plan. You don’t need special words. Just say what you want to do in plain English. “I’m going to try and climb over that wall.” or “I want to convince the guard we’re supposed to be here.” or “I’ll get my sword ready and stand next to my friend.”
Fifth, let the GM tell you if you need to roll a die. They’ll say something like, “Great, give me a Strength check” or “Okay, roll Persuasion.” You just grab the twenty-sided die, add the number it says next to that word on your sheet, and tell them the total.
That’s really it. Listen, ask, decide, say it, and roll if needed. You’ve got this.
Gaining Confidence in Every Encounter
Everyone feels a little doubtful at the start.
I definitely did. You’re sitting there, and your mind goes blank when it’s your turn. It’s totally normal. But becoming more comfortable is easier than you might think.
Start small. You don’t need to come up with a grand, complicated plan.

On your turn in a fight, just saying, “I’ll attack the goblin closest to me”, is a perfect move.
In a conversation, saying, “My character asks the bartender what he’s heard about the forest” is awesome. Simple actions are still good actions.
It’s also a team game. If you’re stuck, look at your friends’ characters. What are they doing? Maybe the wizard needs someone to keep the monsters away.
Maybe the rogue is trying to pick a lock and needs a lookout. It’s okay to ask them, “Hey, what should we do?” You’re all in this together.
And remember, you can use your character sheet as a menu of options.
If you’re not sure what you can do, just look at your sheet. It lists your skills and abilities right there. It’s like your list of cool tricks.
“Oh, I’m good at Insight? I’ll try to see if this guy is lying.”
Most of all, give yourself permission to just try things. The whole point is to see what happens.
Sometimes the most fun moments come from a simple idea that goes wonderfully right or hilariously wrong.
Nobody expects you to be a perfect expert. They just expect you to be part of the story. The confidence will come naturally, I promise.
Just take a breath and jump in.
TL;DR (Too Long; Didn’t Read)
- An encounter is just a single challenge or event in the game.
- It’s not always a fight. It can be a conversation, a puzzle, or navigating a tricky area.
- They are important because they give everyone a turn and make the story exciting.
- In a fight, you roll initiative to see who goes when. On your turn, you can move, take an action, and sometimes a bonus action.
- Beating encounters gives you XP (to level up), treasure, and moves the story forward.
- The goal is to have fun and tell a cool story with your friends!
Wrapping It All Up
So, that’s the deal with encounters! I hope that makes sense. It’s really just a way to organise the fun.
Remember, the only real rule is that everyone has a good time. If you forget a rule, it’s okay. Just make something up that seems fair and keeps the story moving.

The next time you’re sitting around the table with your friends, your family, or your grandkids, and the game master says, “Okay, it looks like we’re starting an encounter,” you’ll know exactly what to do.
Just think about what your character would do in that situation and give it a try. You’re going to do great. Now go have an adventure!
Frequently Asked Questions
1. What if I can’t think of what to do during my turn in a fight?
That’s totally normal, especially when you’re new! A perfectly good thing to do is to just attack the nearest enemy with your main weapon.
You can also ask your friends, “What’s happening? What do you need?” Maybe the cleric needs protecting, or an enemy is almost defeated. There’s no pressure to do something amazing every single time.
2. Do we have to fight in every combat encounter?
Not at all! You can always try to talk, trick your enemies, or even run away. Running away is a very smart and often forgotten strategy.
The goal is to overcome the challenge, not necessarily to kill everything you see.
3. I’m not good at talking in character. How do I do a social encounter?
You don’t have to do a funny voice or be a great actor. You can just tell the game master what you want your character to say in your own words.
For example, you can say, “I want to try to convince the guard that we’re lost travelers and need help,” and then roll the dice. That’s just as good!
4. Who decides what encounters we face?
The game master is the one who prepares the encounters ahead of time, thinking about what makes a good story.
However, the choices you and your party make will absolutely change what encounters you find yourselves in.
If you decide to take the mountain path instead of the forest road, you’ll have completely different challenges!