Depends on where your DM and group lies but really it's a group narrative. I like to think of playstyles as being a gradient from rules -> cools some groups will have the rules really dictate the game play others will forgo an out come a little bit if it makes the story better. Neither is bad and generally DM's will balance this.
You do a thing ideally adding enough detail for everyone to work with, roll against the stats to see how well that goes. 1's have created some of the most memorable situations for me so don't think of it as winning learn to roll with the punches.
I'll run you through a quick 4 turn scenario here if you like here's your char sheet.
Level 1 Fighter
Name: Cinoreus
Health: 12 HP
Armour Class: 16 (enemies need to roll 16 or higher to hit you)
Stats
Strength: +3
Dexterity: +1
Constitution: +2
Intelligence: +0
Wisdom: +1
Charisma: -1
Equipment
Longsword: +5 to hit, 1d8+3 damage
Crossbow: +3 to hit, 1d8+1 damage
Shield
Healing potion: restores 2d4+2 HP
How it works
You tell me what you want to do. If there's a chance of failure, I'll ask you to roll a d20 (20-sided die) and add a modifier from your stats.
You don't need to pick from a list of actions. Just tell me what your character tries to do.
You've woken up from your hedge camp early morning it's still dark but the fire has died and in the blue monotone hue of the woodland morning you notice a cave entrance you couldn't see last night.