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UNGEONS
IDRAGONS
ES SEN TUAL'S"
—
N
RULES COMPENDIUM
A GAME REFERENCE FOR ALL PLAYERS
Rob Heinsoo # Andy Collins
J smy CrawfoUNGEONS
IRAGONS
ESSENTIALS"
RULES COMPENDIUM™
ROLEPLAYING GAME CORE RULES
‘ob Heinsoo + Andy Colli jeremy Crawford
Wyatt + Jeremy Crawfordnx
CREDITS
Rules Compendium” Design and Compilation
Jeremy Crawford
DAD 4th Edition Design
Rob Heinsoo, Andy Collins,
James Wyatt
Additional Design
Stephen Schubert, Mike Mearls
Editing
Jennifer Clarke Wilkes (lead), Greg Bilsland
Managing Editing
Kim Mohan, Michele Carter
D&D R&D/Book Publishing Director
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D&D Senior Creative Art Director
Jon Schindehette
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Art Director
Mari Kolkowsky
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LATIN AMERICA
suds ofthe Coast LLC
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EUROPEAN HEADQUARTERS
phic Designer
Kolkowsky
Cover Illustration
Mike May (front), Adam Paquette (back)
Interior Hllustrations
Alexey Aparia, Eric Belisle, Kerem Beyit,
Julie Dillon, Emrah Elmasli, Jason A. Engle,
Ralph Horsley, Goran Josic, Howard Lyon,
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O'Connor, Adam Paquette, Steve Prescott, Eva
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Cartographers
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DAD Script Design
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Production Manager
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Building on the Design of Previous Editions by
E. Gary Gygax, Dave Arneson, David “Zeb”
Cook, Jonathan Tweet, Monte Cook,
Williams, Richard Baker, Peter Adkison
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VISHP OUR WEBSITE AT WWW.DUNGEONSANDDRAGONS.COM— CONTENTS he a
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INTRODUCTION
This book presents the core rules of the Duncrons & Dracons* came, the
premier roleplaying game of f Ienture. Whether you're new to the game
or a veteran, you'll find rules, guidelines, and examples herein that will help you
and your friends play through tales of high fantasy.
q ume is vast, as are its rules. This book focuses on the rules that nearly all
groups need, and it is structured so that you can read it front to back or hop from
one topic to another using the index.
Intended for both players and Dungeon
Masters, the rules ah ed in the fol Whether you're new to the
lowing chapters are the most game or a veteran, you'll
up-to-date versions, reflecting refine- find rule aeiineel anal
ments since the current edition was find rules, guidelines, anc
released in 2008. examples that will help you
These rules are in service to your 1 Sea
group's fun. Experiment with them, and your friends play.
and make them your own. In the 1979
Dungeon Master's Guide” rulebook, Gary Gygax, the game's cocreator, introduced
the main principles of the rules, many of which have been evident in all of the
game's editions. What he said about the game still applies today:
As a realistic simulation of things from the realm of make-believe, or even
as a reflection of medieval or ancient warfare or culture or society, it can
be deemed only a dismal failure. Readers who seek the latter must search
elsewhere. Those who desire to create and populate imaginary worlds with
larger-than-life heroes and villains, who seek relaxation with a fascinating
game, and who generally believe games should be fun, not work, will hope
fully find this system to their taste.
A ROLEPLAYING GAME
‘The Dunceons & Dracons game is a roleplaying
invented roleplaying games and started an industr
A roleplaying game isa storytelling g
of make-believe that many of us played as children. However, a roleplaying
game provides form and structure, with robust gameplay and endless pos
sibilities. While the Duncrons & DRAGONS game uses dice and miniatures or
other tokens, the action takes place in the imagination. There, players have the
ame. In fact, this game
me that has clements of the games.
freedom to create anything they can imagine, with an unlimited special effects
thing happen.
In the DunGrons & Dracons game, each player creates a hero (also called a
chara
eter or an adventurer), teams up with other adventurers (played by friends),explores a magical world, and battles monsters. One player takes on the role
of the Dungeon Master (DM), the game's lead storyteller and referee, The DM
creates adventures for the characters and narrates the action for the players,
Having a DM makes the Duncrons & Dracons game infinitely flexible; he or
she can react to any situation-any (wist suggested by the players—to make each
adventure vibrant, exciting, and unexpected.
\n adventure is the heart ofthe DunGrons & DRacons game. Its like a fants
movie or novel, except that the players’ group of characters (often referred to asthe
idventuring group, or the party) are the stars of the story. The DM sets the scene,
but no one knows what's going to happen until the adventurers do something, and
then anything can happen! The group might explore a dark dungeon, a ruined city,
a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious moun-
tain, The adventurers can solve puzzles, talk with other characters, battle all kinds
of fantastic monsters, and discover fabulous magic items and other treasure,
The Duncrons & DRAGONS game is a cooperative game in which a group of
{riends works together to complete each adventure and have fun. It’s a storytell-
ing game where the only limit is a player's imagination, Its a fantasy-adventure
game, building on the traditions of the greatest fantasy stories of all time.
The game has no real end; when one story or quest wraps up, another one can
begin, woven in an ongoing story called a campaign. Many people who play the
same keep their campaigns going for months or years, meeting with their friends
every week or so to pick up the story where they left off. The adventurers grow in
might as the game continues. Each monster defeated, each adventure completed,
and each treasure recovered not only adds to the continuing story, but also
earns the adventurers new powers and other abilities. This increase in might is
reflected by an adventurers level
There's no winning and losing in the Duncrons & DRacons game=at least,
not the way those terms are usually understood. The DM and the players
TRY IT!
When you play an adventurer, you put yourself into his or her boots and make
decisions as if you were that person. You decide which door your adventurer
opens next. You decide whether to attack a monster, to negotiate with a villain,
or to attempt a dangerous quest. You can make these decisions based on your
adventurer's personality, motivations, and goals, and you can even speak in char-
acterif you like, Within the boundaries set by the Dungeon Master, you control
what your adventurer can do and say in the game.
Your hero can attempt anything you can think of. Want to talk to the dragon
instead of fighting it? Want to disguise yourself as an orc and sneak into the foul
lair? Go ahead and give it a try. An adventurer's actions might work, or they
‘night fail spectacularly, but either way the player contributed to the unfolding
story and had fun,
INTRODUCTIONparticipate together in an excitin;
perils. Sometimes an adventurer might come to a grisly end, torn apart by [ero
pus villain. Even so, the other adventurers
story of bold adventurers confronting deadly
cious monsters or done in by a nefar
can search for powerful magic to revive their fallen comrade, or the player might
choose to create a new character to carry on, The group might fail to complete an
adventure successfully, but if everyone had a good time and created a memorable
. they all win
story
A Fantastic World
The world of the DuNGKONS & DRaGoNs game is a place of magic and monsters.
of brave warriors and spectacular adventures. It begins with a basis of medieval
fantasy and then adds the creatures, places, and powers that make the DuNcrons
& Deacons world unique.
The world of the Duncrons & DRAGONS game is ancient, built upon and
beneath the ruins of past empires, leaving the landscape dotted with places of
venture and mystery. Legends and artifacts of past empires still survive—as do
ces. Although minor realms exist, they are widely seattered points
terrible mend
of light in the surrounding darkness that shrouds the world. Monsters and super
natural creatures prow! the dark spaces. Some are threats, others are willing t
aid the adventurers, and many fall into both eamps and might react diflerently
depending on how the adventurers approach them
A ROLEPLAYING GAME 7THE HISTORY OF THE GAME
Before roleplaying games, before computer games, before trading card games,
there were wargames. Using metal miniatures to simulate famous battles from
history, wargamers were the original hobby gamers. In 1971, Gary Gygax cre
ated Chainmail”, a set of rules that added fantastic creatures and magic into the
traditional wargame. In 1972, Dave Arneson approached Gygax with a new take
on the subject; instead of controlling an army, each player would play a single
charact hero. Instead of fighting each other, the heroes would cooperate to
defeat villains and gain rewards. This combination of rules, miniatures, coopera-
tion, and imagination created a totally new entertainment experience, and in
1974 Gygax and Arneson published the first set of roleplaying game rules with
TSR Hobbies, Inc.: the Dunceons & Dracons* roleplaying game.
In 1977, the rules were rewritten and repackaged into a new form with the
Dunctons & Dracons Basic Set, and suddenly the game was on its way to becom:
ing a phenomenon. A year later, the first edition of the Avvanceo Dunceons &
Dracons game was published in a series of hardcover books.
Throughout the 1980s, the game experienced remarkable growth. Novels,
2 cartoon series, computer games, and the first campaign settings (GrevHawk’,
Forcorren Reaums", and Dracontance*) were released, and in 1989 the second
edition of the AD&D game took the world by storm. The 1990s started out strong,
with the release of more campaign settings (including Raventorr”, Dark Sun", and
Ptanescare”), but as the decade was drawing to a close, the DuNGEoNs & Dracons
Juggernaut was losing steam, In 1997, Wizards of the Coast purchased TSR and
moved its creative staff to Seattle to begin work on the third edition of the game.
!n 2000, the third edition of Dunctons & Dracons was released, and it was
hailed as an innovation in game mechanics. During this period, Dunceons &
Dracons reached new heights of popularity, celebrated its thirtieth anniversary,
and published a vast collection of tulebooks, supplements, and adventures.
!n 2008, the Dunceons & Dracons game reached a new milestone with its
latest edition. This edition builds on what has gone before, introducing and refin-
ing various game elements,
Over the years, Dunceons & Dracons has grown and made its mark on popu-
lar culture. It has inspired multiple generations of gamers, writers, computer
game designers, filmmakers, and more with its ability to expand the imagina-
tion and inspire creativity. Whether you were with it from the beginning or just
discovered it today, the Dunceons & Dracons game is your key to a world of
fantasy and adventure,
Magic is everywhere,
Berle! agic pro
People believe in and accept the power that magic Pr
vides, True masters of magic, however, are rare. At some point, all adventurers
es pepe ante warlocks draw power from the fabric of the anes
diane Paladins call down the wrath of their gods to sear their foes ue
Misnce. or they invoke their gods’ mercy to heal wounds. Fighters and
INTRODUCTIONrogues don't use magical powers, but their expertise with magic weapons makes
them masters of the battlefield. At the highest levels of play, even nonmagical
adventurers perform deeds that no mortal could dream of doing without magic.
WHAT’S IN A GAME
AUDu
player (five players wor
books and accessories,
stone
ons & Dracons games have several basic components: at lez
s best), a Dungeon Master, an adventure, and
cluding dice.
ume
Players
Duncrons & Dracons players fill two distinct roles in the game: controlling the
players’ characters—also called adventurers—and acting as the Dungeon Master.
These roles aren't mutually exclusive, and a player can roleplay an adventurer
today and run an adventure for the other players tomorrow. Although everyone
who plays the game is technically a player, this book usually refers to players as
those who run the adventurers.
Each player creates an adventurer, part of a team that delves into dungeons,
battles monsters, and explores the world’s dark wilderness. Like the protago-
nists of a novel, a movie, or a video game, adventurers stand at the center of the
game’s action.
The Dungeon Master
The Dungeon Master controls the pace of the story and referees the action along
the way. Every Duncrons & Dracons game needs a DM. The DM has several
parts to play in the game.
+ Adventure Builder: The DM creates adventures, or selects published
ones, for the other players to experience.
+ Narrator: The DM sets the pace of the story and presents the various chal
lenges and encounters that the other players must overcome,
+ Monster Controller: The DM controls the monsters that the adventurers
confront, choosing the monsters’ actions and rolling dice for them
+ Referee: The DM decides how to apply the game rules and guides the
story. Ifthe rules don’t cover a situation, the DM determines what to do.
Attimes, the DM might alter or even ignore the result ofa die roll if doing
so benefits the story.
me.
Many players find that being the Dungeon Master is the best part of the s
The Dungeon Master role isn't necessarily a permanent post; cach player in the
group can take turns being the DM from adventure to adventure.
WHAT'S IN.\ GAMECOOPERATION, NOT OPPOSITION
Even though as the DM you control the monsters in an adventure, you aren't
the other players’ adversary and don't want them to fail. Your job is to provide
a framework for the whole group to enjoy an exciting adventure. That means
challenging the adventurers with interesting encounters and tests, keeping the
game moving, and applying the rules of the game fairly. Your goal is to make suc.
cess taste its sweetest by presenting challenges that are just hard enough that
the other players have (o work to overcome them, but not so hard that victory
or escape is impossible.
The Adventure
\dyenturers need adventures. A Duncrons & DRAGons adventure consists of
1 series of linked events. As the players decide which way to go next and how
their characters deal with the resulting encounters and challenges, they turn
citing story about their characters. All DunGEons &
Dx \cons adventures feature action, combat, mystery, magic, challenges, conver
sation, and lots of monsters.
the adventure into an
\dventures come in three forms.
+ Ready-to-Play: The DM can buy or obtain professionally written, ready-to
play adventures from a number of sources, including a local game store and
www.dndinsider.com,
* Adventure Hooks and Components: Most Duncrons & DRAGONS
products offer pieces of adventure: story ideas, maps, interesting mon
sters~that the DM can assemble into an adventure.
+ Homemade: Many DMs choose to create their own adventures, building
challenging encounters and stocking them with monsters and treasures
{rom products such as the Monster Vault and the Dungeon Master's Kit.
\n adventure can be a simple “dungeon crawl,” a series of rooms filled with
monsters and traps that has little story to explain why the adventurers are facing
those challenges. lt can be as complex as a murder mystery or a tale of politi
cal intrigue, or it can be but one chapter in an epic tale related to the fate of the
world. An adventure ean last fora single game session or stretch out over many
>essions of play. For instance, exploring a haunted castle (which takes a few hours
or days in the pame world) might involve half'a dozen game sessions over the
ple of months of real time.
When the same group of
through multiple adventure
doesn't end with a single ad
course of a ce
adventurers plays with the same Dungeon Master
s,the result isa campaign. The story of the heroes
venture but continues on for as long as desired, just
40 ongoing comic book, television
1, oF novel series,
XTRODUCTIONGame Books and Accessories
The action of the game takes place mostly in the imagination, but a few products
are necessary to play the DuxGrons & Dragons game. The following Duncrons
& Dnacons Essentials” products provide a great place to start
Essential Products for Players and Dungeon Masters
+ Duncrons & Dracons Fantasy Roleplaying Game Starter Set. This
boxed set contains everything a group of players needs to start playing the
Donarons & Dracons game. [Contains rules, dice, maps, tokens, and an
adventure that takes characters from Ist to 2nd level.
+ DUNGEONS & Ditacons Rules Compendium”. This comprehensive book
contains the essential rules of the game collected in one place, taking a
campaign from Ist to 30th level.
# DuncEons & Dragons Roleplaying Game Dice Set. The Duncrons
& Dracons game, as well as other games using the D&D" game system,
require a special set of dice (see the “Game Dice” sidebar). Pick up extra
dice so that every player has a set.
Essential Products for Players
The Essentials player books feature the fundamental elements of the game from
a player's point of view.
+ Heroes of the Fallen Lands”. This volume contains rules for several classes:
cleric, fighter, rogue, and wizard, Italso describes several races: dwarf,
cladrin, elf, halfling, and human.
+ Heroes of the Forgotten Kingdoms”. This volume contains rules for several
classes: druid, paladin, ranger, and warlock. It also describes several races:
dragonborn, drow, half-clf, halfore, and tiefling.
Essential Products for Dungeon Masters
+ Dungeon Master's Kit”. This product features yame rules, advice, adven
tures, maps, tokens, and a DM sereen—all useful tools for a Dungeon
Master. Many Dungeon Masters like to use a screen to keep the other
players from seeing dice rolls for the monsters and from spotting secrets in
the DM's notes.
+ Monster Vault”. This product features a collection of monsters for use in
any Duncrons & Dracons game, from Ist level to 30th level, and includes
monster tokens and an adventure,
les Master Sets. Vhree master sets of Dungeon tiles
and The Wilderness) enable you to create encounter
+ Dungeon!
(The Dungeon, The Cit
as for any adventure, using DuNGroNs & Deacons tokens and
ar
miniatures. The tiles let you casily create a battle map for a combat
WHAT'S INA GAME uencounter. Tokens and miniatures are placed on the map to keep track of
where adventurers and monsters are positioned as the encounter unfolds,
Other Useful Ingredients for Play
\ Place to Play: The bare minimum of space needed to play the Dunceoys &
Di ycons game is room lor everyone in the group to sit. Most likely, everyone
Will also want a table to sit around. A table holds the battle grid and tokens or
miniatures, gives players a place to roll dice and write on character sheets, and
holds piles of books and papers. People can pull chairs around a dining table
or sit in chairs or sofas by a coffee table. It's possible to run a game without
a table for the battle grid, but combat runs more easily if everyone can see
Where everything is positioned.
Paper and Pencils: Everyone should have a pencil and paper. During every
round of combat, players need to keep track of hit points, bonuses and penal-
ties, the use of powers, the consequences of various conditions, and other
information. Someone in the group typically takes notes about what has hap-
pened in the adventure, and players need to make note of experience points
and treasure their characters acquire. Alternatively, players can do a lot of this
note-taking digitally, using a computer or a smart phone.
GAME DICE
The game uses polyhedral dice with different numbers of sides, as shown here.
You can find dice like these in game stores and in many bookstores.
{In these rules, the different dice are referred to by the letter “d” followed by
the number of sides: d4, 6, d8, d10, d12, and d20. For instance, a d6 is a six-
sided die (the typical cube that many games use).
_ When you need to rolll dice, the rules tell you how many dice to roll, what
Size they are, and what modifiers to add, For example, “3d8 +5” means you ll
three eight-sided dice and add 5 to the total.
The same “d” notation appe
late the roll of 143, rolla d6 a
142, roll any die and assign a r
't was odd or even,
ars in the expressions “1d3” and “1d2.” To simu-
ind divide the result by 2. To simulate the roll of
‘esult of 1 or 2 to the roll depending on whetherHow TO PLay
Basically, the Duncrons & Dracons
on an adventure presented by the Dungeon Master, Each adventure is made up
me consists ofa group of heroes taking
of encounters—various challenges that the characters face
Ina board game, you have a piece, or pieces, to move around. Your “piece
in the Duncrons & Dracons game is your adventurer if you're a player and an
adventure’s monsters and other characters if you're the DM. Often the action of
nation only, but if you use tokens or m
an adventure takes place in your im
ture: es around on the table.
ou literally move pi
Basics of Play
Here's a summary of the basic rules of the game.
Every creature has powers, skills, and special features tied to one of six ability
scores. The abilities are Strength, Constitution, Dexterity, Intelligence, Wisdom,
and Charisma. Each creature also has hit points, which are reduced when the
creature takes damage, most often as the result of a damage roll,
A creature does things in the game by performing actions. Actions are
resolved by making different kinds of checks, A check is rolling a twenty-sided
die (a d20), adding modifiers based on the nd announcing
the result.
Example: An adventurer might make a melee basic attack, using the char
ter’s Strength modifier and a modifier based on the weapon used to make the
attack (totaling 5). The player rolls a d20 and adds 5, getting a 12. on the die and
announcing a result of 17 (12 +5 = 17).
tion,
ype of
the three basic checks that are used all the time are attack rolls, skill checks,
and y check nstat
but sometimes a check is compared to another character's check. This is an
mber
getni
Players usually make checks aga
opposed check
now topiay f 13|
|
|
\ modifier is any number that adds to or subtracts from a die roll. A char.
acter’s ability scores, for example, provide modifiers that apply to many actions
inthe game. \ bonus is a positive modifier (such asa +2 bonus). A penalty sq
tive modifier (for example, a-1 penalty).
‘Tn any (ask, a creature's modifiers represent training, competence, and natura
talent. The d20 roll, on the other hand, reflects luck and the unpredictable
nature of action and adventure.
The Dungeon Master compares a check result against a target number, the
Difficulty Class (DC) of the task being attempted or the defense against which
an attack is being made, Most target numbers are set for the DM, such asa mon
n
ster’s defense numbers or the DC for climbing a dungeon wall. Other times, the
DM estimates the difficulty of a task that isn't specifically covered by the rules
lo do this, the DM makes use of advice and tables provided in adventures, the
Dungeon Master’s Kit, or this book.
Chapter 1 goes into more detail about the basic rules of the game.
Encounters
Encounters are the action scenes in an adventure, various kinds of challenges
that the adventurers must face and overcome. Encounters come in two types,
+ Combat encounters are battles against nefarious foes, In a combat
encounter, adventurers and monsters take turns attacking until one side or
the other is defeated.
Noncombat encounters include dead! ly traps, difficult puzzles, and other
obstacles to overcome. Sometimes the adventurers prevail in noncombat
encounters by applying their skills or with clever use of magic, and sometimes
the players have to puzzle them out with nothing but their wits. Noncombat
encounters also include social interactions, such as attempts to persuade,
bargain with, or obtain information from a character played by the DM.
Adventurers have an array of tools at their disposal to help them overcome the
challenges in encounters, ncluding attack powers—such as a wizard’ fireball ora
fighter’s power strike—that deal damage and produce other effects against enemies
in combat. Adventurers also have utility powers, skills, and other features that
can be useful in both combat and noncombat encounters,
Exploration
Between encounters, the
adventurers explore the
segment
world—or whatever limited
DM's adventure
presents them with. The players make
rs travel and what they try to do next.
ayers saying what they want their charac
‘ayers what happens when their characters do it.
hturers have just climbed down into a dark
"s that their characters see three tunnels leading
the world the
decisions about which we
ay their character
ation is the give-and.take of the pl
to do, and the DM telling the pl
For instance ets say the adver
chasm. The DM tells the playe
Explor,
\
INTRODUCTIONfrom the chasm floor into the gloom.
characters venture into first, and the
heading, That’s exploration
The players decide which tunnel their
indicate which way their characters arc
ve their adventurers try almost
anything: finding a place to hide and set an ambush in case monsters come by
shouting “Hello, any monsters here?” as loud as they
n, or searching the chasm
floor carefully in case there’s anything interesting lying amid the boulders and
moss, That's all exploration too.
Decisions the characters make
as they explore eventually lead to
encounters. One tunnel might open
into a cave full of goblins. If the char-
acters decide to go that way, they're
heading into a combat encounter.
Another tunnel might lead to a door
sealed by a magic lock that they
have to break through—a noncombat
encounter,
The Dungeon Master decid
whether something the adventurers.
try actually works. Some actions
automatically succeed (characters
can usually move around without
trouble); some actions require one
or more checks (breaking down
a locked door, for example); and
some actions simply can't succeed.
Adventurers are capable of any
deeds a strong, smart, agile, and
well-armed human action hero can
Exploration
While exploring an adventure location,
the adventurers might try to do any of
the following actions:
+ Move down a hallway, follow a pas-
sage, or cross a room
+ Have conversations with DM-con:
trolled characters
4 Listen by a door to determine if they
hear anything on the other side
+ Try a door to see ifit’s locked
+ Break down a locked door
+ Search a room for treasure
+ Pull levers or push statues or furnish:
ings around
+ Pick the lock of a treasure chest
+ Jury-rig a trap
pull off, They can't punch their way through a door of 3-inch-thick iron plate
with their bare hands, for
help them out!
ample—not unless they have powerful mag
ic to
Chapters 4 and 6 give the information that a group needs to determine
whether the characters ¢:
page 22, spells out the details of r
Taking Turns
In exploration, players don’t usu
nsucceed at the tasks they attempt. “Making Checks.”
aking each kind of check
Illy need to take turns. The DM might prompt
the players by asking, “What do you do?” The players answer, and then the DM
tells them what happens. The players might break in with questions, ofler su
ges
tions to other players, or bring up a new action any time they like.
Combat encounters work differently: The adventurers and the monsters all
take turns in a fixed rotation, called the initiative order. See Chapter 6 for how
combat works.
HOW TO PLAY
15Example of Play joncrenee
“san example scene ina typical game session. The adventurers are explor-
Se sctrcet 11 old dwarven stronghold infested by monsters, There are four
ing the a
players in this session
+ Chris, the Dungeon Master
+ Justin, playing the human fighter Shara
+ Mike, playing the halfling rogue Uldane
ard Albanon
+ Jennifer, playing the eladrin wi
Chris (DM): Old stone steps climb about 30 feet or so into the mountain, along-
side a cold stream that splashes through the cave. The steps end at a landing
in front of a big stone door carved with the image of a bearded dwarf face,
The door stands open about a foot or so. There's a bronze gong hanging froma
bracket in the wall nearby. What do you do?
Mike (Uldane): I'll creep up and peek through the opening,
Jennifer (Albanon): I want to take a closer look at the gong.
Justin (Shara): I'm going to hang back and keep watch, in case Uldane gets into
trouble.
Mike (Uldane): Not a chance, I'ma pro.
Chris (DM): OK, first Albanon: It’s a battered old bronze gong. There's a small
hammer hanging beside it.
Justin (Shara): Don't touch it!
Jennifer (Albanon): I wasn't going to! It looks like the doorbell to me. No sense
telling the monsters we're here.
Chris (DM): Now for Uldane,
Since you're trying to be sneaky, Mike, make a
Stealth check
Mike (rolls a Stealth check for Uldane): | got a 22.
Chris (DM): Uldane is pretty stealthy,
Chris compares ( JIdane
monsters he knows are
monsters don't know th
Stealth check result to the Perception check result ofthe ;
in the next room, Mike’s roll beats the Perception check, so the
halfling is there.
Jennifer (Albanon): So what's in there?
Chris (DM): You're by the
pening, and you see
large fire pit in the ce
four beastlike
+ door's
ong, remember? Uldane, you peek through the door
it large stone hall with several thick pillars, There's 4
ier of the room filled with dimming embers. You see
humanoid fire pit, and
S with hyena faces crouching around thia big animal-like a hyena, but much bigger—dozing on the floor nearby. The
hyena-men are armed with spears and axes,
Justin (Shara): Gnolls! | hate those guys.
Jennifer (Albanon): Looks like we'll have to fight our way in. Can we take them?
Mike (Uldane): No problem-we've got the drop on ‘em:
Chris (DM): So are you going through the door?
The players all agree that they are.
Chris (DM): Show me where your characters are standing right before you go in
The players arrange their characters’ tokens on the Dungeon Tiles that Chris has
prepared for the encounter, They're now on the landing just outside the room with
the gnolls
Justin (Shara): All right, on the count of three
Mike (Uldane): Is that on three or right after three?
Jennifer (Albanon): Uldane!
for clarification!
Mike (Uldane): What? I'm just aski
Justin (Shara): One... two... three!
Chris (DM): You have surprised the gnolls! Everybody roll initiative, and we'll
see if you can take these monsters down or not
What happens next? Can Shara, Uldane, and Albanon defeat the gnolls? That
depends on how the players play their characters, and how lucky they are with
their diceCHAPTER 1
THE BASICS
The Duncrons & Drac
NS game offers many sorts of adventures, including a
descent into a monster lair, back-alley investigation in a bustling city, an expedi
tion into an enchanted forest, a battle under dragon. filled skies, intrigue in the
court of lords and ladies, the exploration of a haunted castle, and a confrontation
with the forces of the gods themselves, The adventurers who face the game's chal
lenges are as varied as the stories they help to shape.
Because the possibilities for adventure are so vast, the game's rules must be
able to guide play in many different situations, both in combat and outside it
A few basic rules form the foundation
of play—the focus of this chapter. After :
mastering these basics, any playercan TM game offers many
understand how most of the sorts of adventures ... a
game work:
This chapter covers the following
topics. lair, an expedition into an
+ Creatures and Levels: The
rules of play often refer to
descent into a monster
enchanted forest, a battle
“creatures,” “characters,” and under dragon-filled skies, a
adventurers.” This section confrontation with the forces
explains the differences :
between those key terms. As of the gods themselves.
well, many of the game’s rules
depend on a creature's level or tier, which are discussed here,
1g Checks: The core mechanic of the Duncrons & DRacons game
is making a check (rolling a d20 and adding modifiers, then comparing to a
target number). This section goes into more detail about the three kinds of
checks in the game: attack rolls, skill che bility checks.
Putting together a play group and keeping the game running
smoothly require a few table rules, which guide how the group conducts its
game sessions, This section provides a few suggestions.
+ Improvisation: This game is all about imagination. Players are free to try
anything they can think of for their characters to do, and DMs should be
flexible cnough to respond to unexpected player choices. This section pro
vides tips on “winging it.”
+ The DunGrons & DRAGONS World: Because this isa storytelling game
at its heart, understanding the setting where the game’s rules come to life
is important.CREATURES AND LEVELS
The main participants in a DuNGrons & DraGons adventure are creatures,
he main pi 5 N Shy ;
Si f them are the adventurers. The rest of them are the monsters and Peoples
ome of them a a a
of the world that are controlled by the Dungeon Master,
KEY TERMS
The following terms appear again and again in the game’s rules.
creature: A being in the game world. Both adventurers and monsters are crea-
tures. See Chapter 2 for rules about creature statistics.
character: Another term for a creature. The term is usually used to refer to a
person who is not monstrous: either an adventurer or a DM-controlled indi-
vidual (sometimes called a nonplayer character, or NPC).
adventurer: The character controlled by a player other than the Dungeon Master.
An adventurer is sometimes called a player character.
monster: A creature controlled by the Dungeon Master. The term is usually used
to refer to creatures that are hostile to the adventurers (often including DM-
controlled characters).
Ifa creature is going to be involved in combat or some other encounter that
requires game statistics, it has a character sheet if the creature is an adventurer,
ora statistics block (often called just “stat block”) if the creature is a monster or
a DM-controlled character. It might have a {ull complement of'statistics (such as
ability scores, powers, and skills) or only the few statistics needed for the encoun-
ter in which the creature appears,
Many creatures are imply part of an adventure’s background and have no
Same statistics at all. For instance, the DM might describe the proprietor of an
inn and have that character appear in multiple sessions of play, but the proprietor
probably never has game statistics, unless the DM plans to have him join a battle.
He is simply a name and Perhaps a sentence or two on a page, though he might
be a beloved figure in the campaign,
A creature that has game statis
resents how powerful it is compared
a 2nd Jevel creature is substantially
Mfter adventurers complete encou
points to them, and ¢
re
$ typically has a level. A creature's level rep
to everything else in the game. For instance,
less powerful than a 30th-level creature.
heounters and quests, the DM awards experience
‘ach gains a new level (or “levels up") whenever he or she
“10 number of points, It takes about cight to ten encounters 10
aevance from one level to the next
See Chapter 2 for information on the
tow to make a character and how to
ches a cert
ame statistics of creatures, including
advance that character in level.
CHAPTER UL the g,ee a es
Tiers of Play
Heroes in the Duncrons & Dir acons game and most of the threats they face
have levels, which reflect their relative power. Levels are grouped into three tiers:
the heroic tier (levels 1-10), the paragon tier (levels 1 1-20), and the epic tier
(levels 21-30).
When adventurers leave one tier and cross the threshold into a new one,
they experience a major increase in power and simultaneously face more lethal
threats. As a campaign progresses through the three tiers, its story and the style
of its encounters also evolve.
Heroic Tier Even 1stlevel characters are heroes, different from common
folk because of exceptional aptitudes, learned skills, and the hint of a great
destiny. At the start of their careers, adventurers rely on their own abilities and
powers, and they quickly acquire magic items,
The fate ofa village might hang on the success or failure of heroic tier adven
turers. Heroes in this tier navigate dangerous terrain and explore haunted crypts,
where they can expect to fight sneaky goblins, savage orcs, ferocious wolves, giant
spiders, evil cultists, and flesh-secking ghouls, If the heroes face a dragon, it is a
young one that might still be searching for a lair and has not yet found its place in
the world. One, in other words, that is much like themselves.
Paragon Tier By 11th level, heroes are shining examples of courage and
determination, set well apart from the masses. Paragon tier adventurers are more
versatile than they were at lower levels.
The fate of a nation or even the world might depend on momentous quests that
heroes in this tier undertake. Such heroes explore uncharted regions and delve
into long-forgotten dungeons, and they confront monsters such as savage giants,
cruel beholders, bloodthirsty vampires, and devious mind flayers. They might
face a powerful adult dragon that has established a lair and a role in the world.
Epic Tier By 21st level, characters have truly superheroic capabilities, and
ordinary people can hardly dream of such power. The heroes’ deeds become the
stuff of legend.
Epic adventures have far-reaching consequences
fate of the natural world and even planes beyond.
erworldly realms and explore never-before-seen caverns of wonde
demon lords, mind flayer masterminds, terrible archdevils, lich archmages,
he dragons they encounter are ancient wyrms
. possibly determining the
ipic characters navigate oth:
They fight
and even the gods themselves,
of earthshaking power, whose sleep troubles kingdoms and whose waking
threatens the world.
CREATURES AND Levets f 2122
MILESTONES AND QUESTS
As adventurers move from one encounter to another on their way to gaining the
next level, they reach milestones and complete quests.
Milestones: When the adventurers complete two consecutive encounters
without stopping for an extended rest (page 172), they reach a milestone, Each
time they reach a milestone, each adventurer gains an action Point (page 235),
The DM might provide additional rewards, depending on the adventure and the
style of the campaign.
Quests: Quests are the fundamental story framework of an adventure-the
reason the adventurers want to get involved. They are why an adventure exists,
and they indicate what the adventurers need to do to resolve the situation the
adventure presents.
A quest connects a series of encounters into a meaningful story. The simplest
adventures revolve around a single major quest, usually one that gives everyone
in the group a motivation to pursue it. For example, a group's major quest might
be to put an end to the goblin raids on a local village, to rescue a kidnapped
merchant, or to recover an ancient relic lost in the nearby ruins.
Most adventures, however, involve multiple quests. An adventure might have
two or more major quests. For example, the goblin raiders might also be respon-
sible for kidnapping an important merchant. Adventures often also include minor
quests that relate to individual characters’ goals or backgrounds. Sometimes
these quests can conflict with each other, presenting characters with interesting
choices about which quests to pursue.
When the group completes a quest, each character earns experience points
and possibly other kinds of rewards, depending on the quest. See Appendix 2
for typical rewards for completed quests.
Each published adventure usually includes one or more quests appropriate to.
that adventure, The Dungeon Master's Kit includes guidelines for creating quests.
MAKING CHECKS
Does a sword swin,
ron-hard scales? Will
cross a raging
eae ve hat the dragon or just bounce off its
an outrageous bluff, or can a character sw
river? The DunGrons & Dragons game relies on die roll
determine success or failure in these kinds of situations,
Making ck j -
genes heckis the core mechanic of the game. It follows a few simple
1, Roll
2. Add
atwenly-sided die (420). The higher the result, the better
any relevant modifiers, why
es iether bonuses or penalties.
3. Compare the re ; : 3
ne i K result (o a target number. Ifthe result equals or exceeds the
arget nun che
umber, the check is a success, Otherwise, it’s a failure.This
mple rule governs most Dunerons & Dracons play. Three types of checks
come up in most sessions of the game: attack rolls, skill checks, and ability
checks, No matter what type of check a creature is making. modifiers come into
play: bonuses, penalties, or both
Check Modifiers
Modifiers of some sort apply to every check. A creature’s innate advantages and
disadvantages affect its chance of success, and the circumstances surrounding
the check might contribute bonuses or penalties.
The following kinds of modifiers ean affect a check.
One-Half Level: No matter which type of check a creature is making,
the creature's level affects how much ofa chance it has to succeed. This
fact is represented by a bonus that a creature gains to every check equal to
one-half the creature's level, rounded down. The modifiers in a monster's
stat block already include this bonus, whereas an adventurer applies the
bonus to every check that he or she makes (most players record this bonus
on their character sheets and adjust it whenever their characters reach an
even-numbered level),
Example: The level of a 1st-level adventurer contributes no bonus to his or
her checks, since half of 1 is 0 after rounding down. In contrast, the level of a
7th-level adventurer contributes a +3 bonus to all of the adventurer’s checks.
MAKING cheeks [23er: A typical creature has
six abilities—St rength, Dexterity,
i ach of which has a
score representing how strong the ere ha lity, Each score has
a modifier associated with it (see the Ability Modifiers table, Page 63), For
instance, a score of 14 in an ability grants a +2 modifier to checks using
that ability, In other words, ifa character has a Strength of 14, he or she
gains a +2 bonus to any check using Strength. A monster's ability modifiers
ae already included in its statistics, but an adventurer applies the appropri
ate modifier whenever he or she makes a check (most players record this
+ Ability Mod ; :
Constitution, Intelligence, Wisdom, and ¢ is
eature is in that al
bonus on their character sheets).
tures have various modifiers that persist from
one encounter to another. One adventurer might have a feat that gives him
a +1 bonus to attack rolls whenever he uses a particular type of weapon,
whereas another adventurer might take a -1 penalty to all of her checks
because of a powerful curse. Almost every creature has a bonus toa skill or
‘vo as the result of skill training (page 124). Magic items (page 275) and
Weapon proficiencies (page 273) also grant persistent bonuses. Monsters
have fewer persistent bonuses than adventurers do, since monsters don't
have feats or weapon proficiencies and rarely benefit directly from magic
items.
* Temporary Modifiers: Powers, circumstances, feats, conditions, and other
effects cause many bonuses and penalties in play. For instance, a creature’
target might have partial Cover, causing the creature to take a -2 penalty
to the attack roll it makes against the target. Or an adventurer might use
a power that grants a temporary bonus to all of her companions’ defenses.
Temporary modifiers are extremely varied and are specified in many dif:
ferent parts of the game.
Attack Rolls
An attack roll is a kind of check that occurs in every battle, where the target
number for the check is the defense of a target.
Attack rolls are often described using a shorthand notation:
|Ability name| vs, [Defense] or [Modifier] vs. [Defense]
The ability (or other
attack used. The fe
(See “Defenses,
modifier)
as well as the defense involved are specified in the
bur defenses
i i are Armor Class (AC), Fortitude, Reflex, and will.
» Page 65, for more information.) If the result of the attack roll is
rena the larget’s defense; the attack hia A snenelers age
alres arget’s defen 1
ability modifier DC lM4es the modifier for one-half its level and the relevant
For instance
an adventurer’s 4
roll notation ee
‘ack power might include the following attack
frength ys, Fortitud
r y his
fe" The adventurer makes a check (adding
FHAPTER DL (The BassTHE DM’S BEST FRIEND
As the Dungeon Master, you're frequently faced by unusual circumstances in the
game, since the players often come up with unexpected things for their charac-
ters to do—acts the rules don't cover, Other times, the adventurers do something
that is covered by the rules, but neither you nor the players can remember the
relevant rule.
In such cases, you can fall back on the following rule of thumb, known as the
“DM's best friend”: An especially favorable circumstance gives a +2 bonus to a
check, and a particularly unfavorable circumstance gives a -2. penalty,
This rule of thumb can be used in encounter after encounter, and it can save
a group from spending too much time trying to recall a forgotten rule. Can't
remember if there's a rule for the effect of strong winds on attack rolls with
ranged weapons? Just apply a -2 penalty and keep playing. In the end, what mat-
ters is crafting a vivid scene so that everyone has fun, not focusing on a minor
rule of the game.
or her Strength modifier, one-half his or her level, and any other modifiers) and
compares the result to the target's Fortitude. The power specifies what happens if
the adventurer hits and might even specify something that happens on a miss.
In contrast, a monster might use an attack power that specifies “+10 vs. Reflex”
for the attack roll. The monster makes a check, adding 10 plus any other modi
fiers, and compares the result to the target's Reflex.
The modifiers to an attack roll include temporary modifiers, such as a +2
bonus for having combat advantage or a -2 penalty ifthe target has partial cover.
Players use the information in player books such as Heroes of the Fallen Lands
and Heroes of the Forgotten Empires to determine the attack modifiers for their
powers. The Dungeon Master most often uses the numbers provided for mon.
sters in sources such as the Monster Vault.
Attack rolls are described in more detail in Chapter 6.
Skill Checks
Skill checks occur both in combat and outsid such checks test a creature's
aptitude in a particular field: athletic ability (represented by the Athletics skill),
knowledge of history (represented by the History skill), a knack for making the
improbable seem believable (represented by the Bluff skill), and so on. An adyen
turer begins play with training ina handful of skills, the number of which is
determined by the adventu
or two skills, Training in a skill gives a creature a +5 bonus to checks involving
that skill.
Skill checks sometimes use a shorthand notation:
class. A typical monster has training in only one
[DC] [Skill name] cheek
MAKING CHECKS
25Phe target number fora skill cheek~called its Difficulty Class, or DC~is deter
mined by the DM. Published adventures and rulebooks (including this one)
provide many target numbers for the DM to use, but he or she h s the final say
on what number is appropriate in a particular situation (sce the Difficulty Class
by Level table, page 126, for Garget numbers that are appropriate for different
oy Level ti et
els of play).
Seats published adventure might include the following skill check
notation; “Make a DC 20 Athletics check.” The adventurer makes a check
(adding his or her Strength modifier, one-half his or her level, the bonus for train
ing in Athletics ifapplicable, and any other modifiers) and compares the result lo
the target DC. The check is successful ifthe result equals or exceeds the DC.
Ia monster attempts the same DC 20 Athletics check, it adds either the
\thletics check modifier in its stat block or its Strength modifier, plus any other
modifiers, and compares the result to the DC.
skill check is the result of another crea-
ture’s skill check. In that situation, the creatures are said to be making opposed
checks. Whoever gets the higher result succeeds,
\ successful skill check usually just means that the character accomplishes
what he or she set out to do, but the results can be more subtle than that. Ifa
character attempts a Perception check while pressing her ear against a door,
hoping to hear signs of what might lurk on the other side of the door, it’s upto
the DM to describe the sounds she hears ifher check meets or beats the DC set
by the DM. Ifa character makes an Athletics check in an attempt to jump over
achasm, however, a successful check probably just means that he cleared the
chasm and landed safely on the other side.
Chapter 4 gives complete rules on making skill checks.
Ability Checks
Attack rolls and skill checks account for most of the checks that a creature
makes, but sometimes the DM wants a creature to make a check when none of
the creature's skills or powers apply. In that situation, the DM has the creature
make an ability check, using the most appropriate ability modifier of the crea-
ture. For instance “Murer might try to hold a door closed against an ore,
test of raw strength: a Strength check (another DM
tics skill is appropriate in the same situation).
‘shorthand notation similar to that for a skill check:
Sometimes the DC for a creature's
an adve
and the DM decides that’s
might decide that the Athi
Ability checks often use
DC] |Ability name} check
Ability checks follow the rules for skill checks in ¢
ind aiding another creature. ‘The main difference betwee
ski i ines
Ichecks is that a creature uses an ability modifier fo
stead of a skill modifier,
apter 4, including the rules
for opposed checks
ability checks and
an ability check in
SMAPTER 11 The Busy.Bonuses and Penalties
Checks, as well as other die rolls, are modified by bonuses and penalties.
Bonuses There's one important rule for bonuses:
of the same type to the same roll or score. [fa creature has two bonuses of the
same type that apply to the same roll or score, use the higher one. For instance,
ifa character has a +2 power bonus to attack rolls and gains a +4 power bonus to
attack rolls, the character has a +4 power bonus, not a:+6 power bonus.
Monsters don't have feats and don't use proficiency bonuses, and they rarely
wield or use magic items. In general, all the relevant bonuses to a monster's
check are included in its stat block.
Each of the bonus types in the game is described below.
Jon't combine bonuses
Armor Bonus: Granted by armor, this bonus applies only as long as a creature
wears the armor,
Enhancement Bonus: This bonus improves attack rolls and damage rolls or
defenses. An adventurer gains an enhancement bonus to Armor Class when
wearing magic armor, an enhancement bonus to attack rolls and damage rolls
when wielding a magic weapon or implement, and an enhancement bonus
to Fortitude, Reflex, and Will when wearing a magic item that occupies the
neck item slot (such n enchanted cloak). An adventurer can benefit from a
magic weapon, magic armor, and a magic cloak at the same time, since their
enhancement bonuses add to different rolls or scores.
Feat Bonus: Granted by a feat, this bonus applies only as long as a creature has
the feat.
Item Bonus: Granted by a magic item, this bonus applies only as long as a crea-
ture wears or wields the
lem.
Power Bonus: Granted by powers and class features, power bonuses are usually
temporary.
pon, this bonus applies
Proficiency Bonus: Gained from proficiency with a we
to attack rolls with that weapon. An adventurer gains the profic
only when wielding the weapon and using powers that have the wea
keyword.
iency bonus
pon
the els Group
Racial Bonus: This bonus is granted by a racial trait, such
Awareness trait.
Shield Bonu.
as long as a creature uses the shield. Some powers
provide a shield bonus; these typically help only characters who aren't using
Granted by a shield, this bonus applies to AC and Reflex only
s, feats, and magic items
shields.
MAKING CHECKS.
27Untyped Bonus: Some bonuses have no type (“a +2 bonus,” for ip stance), Most
of these bonuses are situational and combine with other bonuses, including
other untyped bonuses. However, untyped bonuses from the same named
game element (such as a power or a feat) are not cumulativ only the highest
applies, unless otherwise noted.
ACTION TYPES
As the adventurers explore the world and interact with its inhabitants, game
play is usually free-form, guided by the roleplaying of the players and the DM,
When the adventurers enter combat, though, the game becomes very structured,
The creatures involved in combat each take a turn over the course ofa round,
A creature can take a limited number of actions each round, and each action has
a type. During some rounds, a creature spends its entire allotment of actions,
and during other rounds, it might not take a single action.
A creature gets the following three actions on its own turn,
+ Standard Action: A standard action requires more effort than any other type
of action and is usually the main action of a creature’s turn. Making an attack
almost always requires a standard action.
* Move Action: A move action involves movement from one place to another.
+ Minor Action: A minor action involves a simple activity of some kind, suchas
opening a door or picking up an item.
A creature's allotment of actions includes some actions that it can take on others’
turns.
+ Immediate Action: An immediate action is always in response to a trigger on
another creature's turn (such as an action or an event), and either interrupts
the “lager OF reacts to it. A creature can take only one immediate action per
round.
+
Opportunity Action: An opportunity action is like an immediate action, but
ital ii ij
"always interrupts its trigger, Also, a creature can take a single opportunity
action on each turn except its own,
The one type of action that is rarely limited is the appropriately named free action.
+ Free Action: ;
they de ion: A creature can take free actions on its own or anyone else’s turn
can ae Mnost free actions require at least a small amount of time, the DM
rict the number of free actions a creature can take during a round.
Ch
‘apter 6 has more about actions in combat,
CHAPTER 11 The Basic
aPenalties Unlike bonuses, penalties don't have types. Penalties are added
together, unless they're from the same named game clement. For instance, if two
monsters attack an adventurer with the same power and each causes the adven
turer to take a penalty to a particular roll or score, th
penalties together but instead takes the worst penalty
A penalty might be neutralized by a bonus, and vice versa, For instance ifa
creature gains a +2 bonus to attack rolls and takes a -2 penalty to attack rolls at
the same time, it ends up with a +0 modifi
yenturer doesn't add the
Two Principles to Keep in Mind
This rulebook presents the general rules of the Duncrons & DRacons game.
While reading these rules, remember the two principles discussed below.
1. Specific Beats General
Powers, class features, racial traits, feats, magic items, monster abilities, and
other game statistics usually include some element that breaks the general
rules in some way. The element creates an exception to how the rest of the game
works. Remember this: Ifa specific rule contradicts a general rule, the specific
rule wins.
Exceptions and contradictions to the rules are often minor. For instanc ‘e, most
adventurers don't have proficiency with longbows, but every elf adventurer does
because ofa racial trait. That trait creates a minor ex ption in the game, Other
examples of rule-breaking are more conspicuous. For instance, a creature can't
normally enter an enemy’s space during combat, but the creature might gain a
power that lets it enter several enemies’ spaces in the same turn. Similarly, a crea-
ture’s melee basic attack normally requires a standard action to use, but many
powers allow the use of a melee basic attack as a free action instead. Powers often
create major ey
Many of the exceptions in the game last for but a moment. For instance, a
power might grant a character the ability to move up to his or her speed as a free
action. Moving that far usually requires a move action, but the power breaks that
general rule for an instant. Once the power's moment has pa
ceptions to the rules.
sed, the character
must again follow the general rule, Other exceptions, such as the elf"s proficiency
with longbows, are persistent for certain creatures,
2. Always Round Down
The game does require calculations now and then, which s
ometimes end up in
round down even if the fraction
a fraction, Unless instructed otherwise, alw.
or larger. For instance, this rule comes into play when calculating one-hall a
level for making a check. Ifthe level isan odd number, always round
down to the next lower whole number,
is
characte
MAKING checks [29TABLE RULES
While setting up a Duncrons & DRAGONS |
ame, every gaming group needs ig
establish some table rule: which outline everyone's responsibility to keep the
game fun. Some table rules deal with the conflict between the needs of the
and the realities of life, such as when players are unable to attend a game
game
session,
Others are about coming to agreement on special situations, such as how to treat
strange die rolls
Respect: Be there, and be on time. Don't let disagreements escalate into loud
arguments. Don't bring personal conflicts to the gaming table. Don’t hurl
insults or dice across the table. Don't touch other players’ dice if they're
tive about it,
sensi-
Distractions: I the DM runs a casual, lighthearted game, it might be fine to
have players wandering away from the table and back. Most groups, though,
come together to focus on playing, Turn off the television, ban portable video
games, and get a babysitter if necessary. By reducing distractions everyone has
an easier time getting in character, enjoying the story, and focusing on playing
the game.
Food: Come to a consensus about food for a session. Should everyone eat before
arriving, or eat together? Does one player want to play host? Do all players
chip in for takeout? Who provides snacks and drinks?
Character Names: Agree on some ground rules for naming adventurers. Ina
Sroup consisting of Sithis, Travok, Anastrianna, and Kairon, the human fighter
named Bob II sticks outespecially when he’s identical to Bob I, who was
killed by kobolds. Ifeveryone takes a lighthearted approach to names, that’s
fine. If the group would rather take the adventurers and their names alittle
more seriously, Bob’s player should come up with a better name.
Player character names should match the flavor of the campaign world,
a should the names that the DM makes up for nonplayer characters and for
Places, Travok and Kairon might feel out of place visiting Gumdrop Island or
talking to the enc hanter Tim,
Missing Players:
How does the
Consider th
hese options:
+ Have anothe
group deal with the absence of missing pla
r player run the
the Permission of the
acter should make
Fesources wisely,
Have the DM play the
handle, given
work. The DM 4
player would
missing player's character. Don't do this without
missing player. The player running the extra chat
an effort to keep the el
‘acter alive and use his or he
character, Doing this can sometimes be too much
all of the DM's other t sks during a session, but it ean
'eeds o play the character reasonably, as the missing
HAPTER 1 | The js,# Decide the character's not there. The DM might be able to provide a good
reason for the character to miss the adventure, perhaps by having him or
her linger in town, Make sure there's a way for the character to rejoin the
adventuring group when the player returns.
* Have the character fade into the background. This solution requires everyone
to step out of the game world a bit and suspend disbelief, but it’s the easiest
solution. The group acts as if the character is absent, but without any expla
nation for the absence. When the player returns, the character reappears,
also without explanation,
Multiple Characte
game plays best that way, since the player can devote his or her full attention
to that character. However, if the group is small, one or more players might
want to take on playing two characters. One character could be the mentor or
employer of the other, giving the ple ver a good re
one of the characters.
Another situation in which multiple characters can be a good idea is in a
game with a high rate of character death. If the group is willing to play such
a game, cach player might want to keep one or two additional characters on
hand, ready to jump in whenever the current character dies. Each time the
main character gains a level, the backup ones do as well.
Most of the time, each player controls one character, The
‘ason to focus on roleplaying
TABLE RULES.
31Table Talk: It’s a good idea to set some expectations about how players Converse
at the table. :
4 Who's speaking—the character or the player (out of character)?
+ Cana player offer advice if his or her character isn't present or is
unconscious?
+ Cana player give other players information such as how many hit Points
they have lefi?
+ [fa player immediately regrets the action chosen for his or her character,
can the player pick a different action before any consequences occur?
Being Ready: Every round of combat is an exercise in patience. Everyone wants
to take a turn, Ifa player isn’t ready when his or her turn comes up, the others
can get impatient. The DM should encourage the players to consider their
actions before their turns and let them know the consequences of holding
up the game. For instance, ifa player takes too long to make a decision, the
DM might decide that the player's character is considered to be delaying
(page 241),
Rolling Dice: Establish some basic expectations about how players roll dice.
Rolling in full view of everyone is a good starting point. Ifa player consistently
makes checks and scoops the dice up before anyone else can see the result,
the DM might nudge that player to be less cagey. This is a cooperative game,
after all.
What about strange die rolls? When a die falls on the floor, does it count,
or should the player reroll it? When it lands cocked against a book, should the
player pull the book away and see where the die lands, or reroll?
Rules Discussions: Set a policy on rules discussions at the table. Some groups
don't mind putting the game on hold while they hash out different interpre:
tations of the rules, Others prefer to let the DM make a call and get on with
things. Ifthe group does gloss over a rules issue in play, make a note of it(@
good task to delegate to someone other than the DM) and get back to it later at
natural stopping point.
Metagame Thinking: Players get the best enjoyment when they preserve the
willing jsPension of disbelief. A roleplaying game's premise is that itis an
Lea People in a fictional world, Metagame thi i
ee ae ete as a game, It’s like a character in a movie in
Dishen than wean Scting accordingly. “This dragon must be a few le 7 ah
oe } a player might say. “Phe DM wouldn't throw such a iB
rat us!” Or, "The read-aloud text spent a lot of time on that door-lets
ng means
search it again!
The DM ¢
an discourage this se
reminder: "fj
tof thinking by giving a gentle verbal
ut what do your characters think?
CHAPTER |
The BasicsDM'’S GUIDE TO DICE ROLLS
Myou're the DM, you can make your die rolls where the others can see them, or
you can hide the rolls behind your Dungeon Master's Screen. It's up to you, but
consider the following.
Rolling behind a screen keeps the players guessing about the strength of the oppo
sition. When a monster hits all the time, is it of a much higher level than the
players, or are you just rolling a string of high numbers?
Rolling behind the screen lets you Judge if you want to. If two critical hits in a
row would kill an adventurer, you might want to change the second critical hit
to a normal hit, or even a miss. Don't do this sort of thing too often, though, and
don’t let on that you're doing it. Otherwise the other players might feel as though
their characters don’t face any real risk—or worse, that you're playing favorites.
Ifyou roll where everyone can see, they know that you're playing fair. You're not
going to fudge the dice either in their favor or against them.
You need to make some rolls behind the screen no matter what. If a player thinks
there might be someone hiding in a room and makes a Perception check, roll a
die behind the screen, as though making a Stealth check, even if no one is hiding.
Ifyou didn't roll a die at all, the player would know no one is hiding. If you rolled
in front of your screen, the player would have some idea how hidden the oppo-
nent was, and be able to make an educated guess about whether someone was
there at all. Rolling behind the screen preserves the mystery.
Sometimes you need to make a roll for an adventurer, because the player
shouldn't know how good the check result is. If the adventurer suspects the bar-
oness might be charmed and wants to make an Insight check, you should make
the roll behind the screen. If the player rolled it and got a high result, but didn’t
sense anything amiss, he or she would be confident that the baroness wasn't
charmed. If the roll was low, a negative answer wouldn’t mean much. A hidden
die roll allows some uncertainty.
IMPROVISATION
Improvisation, the fine art of making things up on the fly, is one of the most
enjoyable and compelling parts of the DuNGrONS & Di acons game, No one ever
knows exactly what twist or turn a session of play might take.
One aspect of the game—an aspect that has helped keep it going for over
than any other; the Dungeon Master.
thirty-five years—helps improvisation mot
A session of play is never an exercise in reading from a seript, following a linear
path from one place to the next, or walking through a static plot toward a pre
determined ending. This is a dynamic game, primarily because the DM—a
person—adjudicates the action.
Other types of games (such as video games, board game
on the specific options and choices built into them by their designers, .\ player
and card games) relyJecide to go in a direction or take an option that isn't built into the
can never decide to go in a '
In the Duxcrons & Dracons game, the DM can change the game's
game, Ln the G 4 ; ange ec
the fly, often in reaction to the decisions of the other player:
tion on the fly, ¢ ‘ s
WHEN PLAYERS DO THE UNEXPECTED
Let's say you're the DM and the adventurers in your campaign have tracked an
evil priest to an old castle deep in the forest. When you mapped out the castle
and designed the encounters that you expected to take place there, you assumed
that the group of gung-ho, battle-ready characters would kick in the front gate
and storm the place.
As it happens, the players have chosen a different path. Convinced that the
group Is outnumbered, and remembering that the priest is trying to negotiate
an alliance with the sleazy Baron Haldar, they decided that their adventurers
are disguising themselves as the baron’s diplomats. Now, the adventurers have
tracked the evil priest, Kolden, to his castle. You have to decide the fairest way
to handle this unexpected twist.
With the right preparation, this kind of improvisation is easy to run at the
table. If you didn’t think ahead of time about the opposing characters’ person:
alities and the relationships between them, your task would be much harder. If
you treated each of your encounters solely as a chance for a fight, that’s all you
would be ready for. In this case, you can take the time to name a few important
opponents and work out some story details that cement their relationships.
The players’ plan does make sense, Kolden wants to ally with the baron, and
his eagerness filters down to his followers. The guards are likely to err on the
side of believing the adventurers’ story.
However, the adventurers shouldn't be able to just walk into the castle. You
need a complication, Perhaps the captain of the guard, an ogre named Oldek,
Plans to betray Kolden, He wants to ally with Haldar, so rather than bring the
adventurers directly to the Priest, the guards bring them to Oldek.
Oldek isn’t the smartest guy in the world, He’s an ogre, after all. Kolden has
Spies watching him. If the adventurers ally with Oldek, they might fall into the
trap that Kolden has set for him,
You can easily note that Oldek wants to usurp Kolden’s power, while Kolden's
ecco Ifthe adventurers had simply attacked the castle, those se
Pi Sk fee fe have come up. However, even during a fight they can ioe
sine ‘ ‘might surrender rather than fight to the death. He mane
a 5 sing. the adventurers’ assault as his chance to eliminate a rival.
5 YOU can see, 'Mprovisation works both wa' s. The players will never know
that the sudden, dramatic turn in the os improvised, By taking a litle
game was improvised. By taking
time to prepare.
mi gh oe ea create Your own opportunitine for tatctstnri niet HE
ight not have seen comingDMs and Improvisation
The DM's job includes telling a story, playing monsters, and building dungeons
for the adventurers to explore, Those activities are part of the job, but they aren't
everything. Once everyone sits down
to play, the DM takes on another, very 5 Rules for DM Improvisation
important role: making spot judgments.
on the other players’ ideas, plans, and ® Keep the action moving forward
tactics. Such improvisation requ # Add complications.
DM to make decisions in the space ofa + Be fair.
few seconds. This job might sound + Be prepared.
hard, but it's actually fairly simple.
A good DM rolls with the players’
ideas, judging them in a fair manner,
applying the rules even-handedly, and letting the players succeed when they have
ideas that seem particularly clever, entertaining, or both, By the same token, a
DM never simply gives the players what they want. Ifa player has an idea that
seems ill-conceived or shortsighted, the DM might assign a high DC to it, add an
extra complication, or let the adventurers stumble into a perilous situation.
eS al
+ Failure isn’t an end point.
Five Rules for DM Improvisation
Anyone who has ever participated in improv theater or comedy should find
the following rules familiar. Good improvisation requires a little practice and
perhaps a change in adventure preparation, but most people can grasp these
principles quickly.
1. Keep the Action Moving Forward. When the pl
improvised plan or action, try to avoid saying no unless the plan is truly
terrible, nonsensical, or impossible. The DM shouldn't give the players the
world on a platter, but the game should remain open to improvisation. After
all. if the players wanted a scripted experience, they could play some other
Letting them take the adventure in an unexpected direction encour
layers come up with an
game
ages them to be en;
Add Complications. The players aren't masters of the campaign, That's
the DM's job! When they have a good idea for improvisation, add some per
sonalized spin or complication to it. Ideally, this complication takes what
y route around a problem and makes it a little more
ged by the action,
N
might have been an e:
difficult or tense.
Be Fair. The DM's role is to adjudicate the rules, so be fair and consistent in
handling them. When it comes to improvisation, such decisions usually boil
what sort of skill or attack makes sense,
down to choosing DCs, decidir
and so forth, relying on the Dilliculty Class by Level table (page 126) for
guidance, Don't favor one player over another, or punish the players with
high DCs just because the story is heading in an unexpected direction
IMPROVISATION
35