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Chapter 1. The Basics

The Dungeon Master's Guide is a comprehensive resource for individuals taking on the role of Dungeon Master (DM) in Dungeons & Dragons, providing essential information on running the game, creating adventures, and facilitating player engagement. The 2024 edition includes updated advice, encounter building assistance, and expanded magic rules, enhancing the overall gameplay experience. Key components for playing include rulebooks, character sheets, dice, and a suitable space for gameplay, along with suggestions for finding players and organizing sessions.

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0% found this document useful (0 votes)
13 views

Chapter 1. The Basics

The Dungeon Master's Guide is a comprehensive resource for individuals taking on the role of Dungeon Master (DM) in Dungeons & Dragons, providing essential information on running the game, creating adventures, and facilitating player engagement. The 2024 edition includes updated advice, encounter building assistance, and expanded magic rules, enhancing the overall gameplay experience. Key components for playing include rulebooks, character sheets, dice, and a suitable space for gameplay, along with suggestions for finding players and organizing sessions.

Uploaded by

Lisa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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DUNGEON MASTER'S GUIDE CREDITS fle roar fey afer (ea hes De om, ve han Muy en Cer Pt vat on nds eo io, Pai ee er olacors teri (ed ok en Croan ssc ‘cert: tr Rn oh Oo eager nan Dom ron Cia Bs ely Shark ‘ured, nad nee sen Cnn Hay Soo oon Daan neon a Ice fy ese fang lao ety Co ‘Nie Honor, apy sou Som eer lin aan ne or tae ry, mcheas hr Inline tha, ali Ch Seman dee eng Spence Sone ol Thomos Beh (On re Cover (Saw sou 4 CE LK ea, rg nr es Caogaper: cre bela Don ops Mi Sey Coenen Taneja ye osnon 98 alc, ann 2c ones Mendes, Math ‘ocr ota osu aa arn eboah A ‘amo nC Sy Tu oo Toner reac: Dn Yn leas, Sar Sager, ret Opens ger a He, Sst Wes Iago, ian asec, eee Pan Scalise Cup seo te Ougron Master ule 204 Tory Caw cote Crstepe Prin ced oes (Bn to tt rt Shans Can npn ad Deere den Slope ‘on rue Aurcover {otk he Demon Quel Spider, ie tag web of ‘hone od arnt Haart Our Red. ConTENTS (Chater The Bate nee ‘What Does aM Dates Things You Need nn Preparing Sesion Howto Rieatenia— Example af Py Matal Respect an Respect for the ars Respect for the DM ‘cnaper 2: Rung te Game —20 Know Your Pers mat (Group Sten Mule Dis ‘ity Checks ‘ack Role Siving Throws nnn Diet Css |Adantge and Danse Running Soll ltersction, Taken Brite aig nite Using and Taking Condos 8 “Tracking Position at Long Range 45 Narration in Comits= Keeping Combat Moving o ‘Abusing Diet eer ‘Chapter DAs Toor 50 ening aaciground (eting Crete 36 Ceting a Mag Rema (tet Spleen nnn 38 {Curses an Magic Contaions Desh ‘earand Mest test 0 ‘rears and Explosives 2 Nonpiyer Graders oad RenoVircnnnnnnernnr 8 Sete <= Siege Eatin Ea aap Siperatre Gita Tepe io Sti Step Adventurer 109 EapOatthe Premise 109 “Adventure Prise rs ‘aventate Conte 108 Advent tutions by Level 106 ‘Adverts Stig ippentance Hook Pan bncountes eens td ‘haracterOsetvs 12 Keeping the Adventre Mong 112 Scathing or Everyone Mate Way to Progr Monster Behavior nnn 118 Encounter Pace snd Tena, Being tto a Ed out Campaign ura CGnpign Premises ‘Campaign Chara (Campaign Confit Favors amas mse Tipe Greyhaek's Premise Free ity of Gey 9 Grephawh Gazetter pe 6 cool. Phanae Travel 76 Pan Advesurng ‘Tourette Malis open 2 Tere —— ‘Trade Bary _ Trae Good Gontnes ‘Magic lem Categorie. Magi em Rat n Avnring Magi ems Crafting Mag ems Magen Special Pures 222 ‘rts Sentient Mag ema Random Masi tes per 8 Bastions nnn 382 Ione Pcl Special alte ‘dete Bastion en Flos Bastion Append A: Lore Glossy monn 354 Aprende Maps 65 Carman Examen sa (Gotarade Vilage Drago Latte Dungeon det Game Expt nnn ‘rave Planer. NrcTacter amptg Journal Mage Rem Tracker Baton Takers CHAPTER 1 THE BASIcs LUNGEONS & DRAGONS 18 A GAME IN wttet you and your friends take onroles and tell 2 shared story. While the Payer Handbook teaches You how to play the game ani how to cre- ate characters who ae the heroes ofthe story the Dungeon Masters Guides written forthe player who resides over the game and makes sure everyone is, ‘having fun. This player i the Dungeon Master, or DM Being a Dungeon Master is af and rewarding experience, and this {you through the basis. Wuat Doers a DM Do? “The DM gest play many Fun roles ‘Actor. The DM pays the monsters choosing their ‘aclons and oling dice for their atlack. The DM also plays al the people the charaers mee Director Like the director ofa mov, the DM de ‘ides (and describes) what the plays’ characters encounter inthe course of an adventure. The DM Isalso response for the pace of play session and fr creating situations tha facitat fun. Improviser big part of being the DMIs deciding ‘how to apply the rules as yu go ard imagining the consequences ofthe character actions in ‘way that will make the game fun for everyone Referee. When it’s not clear what ought to happen ‘ext the DM decides how to applythe rule, Storyteller, The DM crafts adventures, setting itu slona in oat ofthe characters tht entice them toexplre and interact withthe gane world, ‘Teacher. It's often the DM job to teach new players how to play the game. \Worldbuilder. The DM crests the world where the same’ adventures take place. Evenif youre using ‘published setting you get to make yours. De ‘The most important par of being a good DM is facilitating the Fan of everyone atthe table Keep these tips in mind to help things go smoothly Embrace the Shared Story. DAD is bout telling a ‘story asa group, s let the other plyerscontri>- Ute through the words and deeds of thelr charac- ters. Encourage player to engage by asking them what thelr characters are doing. Ws Nota Competition. The DM isnt competing “against the other players Is your b to provide Fun challenges and Kep the story moving Be Fair and Flexible. Treat your players in fir Impartial manner The rules help you do this, but wien you need o acta efere, try to make dec "Sons that ensure everyone shaving fun, (Communicate with Your Players. Open commu: lation is exsential to a suoczsful DED game. ‘Many probleme canbe solved a even prevented with honest conversation, Ak questions and so lt feedback after or between sessions W5 OK to Make Mistakes. If you overiook or mis represent something, corect yourself and move fon, Noone expects you to memorize every rule or ‘etal Event you dou’ realoe your mistake ut after a game session is over i's OK to acknow ‘ge the mistake atthe star ofthe next session find make sdjustiente moving forward. ‘War's New in THE 2024 VERSION? This is the 2024 version ofthe fifth edition Dun- 20" Master Guide Much ofthe book has been ‘eorganized, expanded, and rewiten rom the 2014 version, and the versions of things inthis bok replace versions fom older books. Here are few highlahs: ‘Sound Advice. Every chapter but especialy chap- ters 1,24 and 8) has new advice for Dungeon Masters ofall experience levels ‘Tracking Shots. Hepflshetstroughout the book ge you tools to plan your game and keep teack of your campaign These sheets are also svaeble on DnDBeyond com, ‘Encounter Builing Assistance The rules for est ‘mating the difeltyof combat encounters have changed, as youll seein chapter 4 ‘Ready Made Elements Sample adventures in chapter 4, campaign sting in chapter 5, and ‘new maps in appendix 8 make ease torn 3 game right any. Expanded wd Revised Magic Wen Chapes 7s (ached with new magic ems and ld nes that have been revised. Bastion. Chapter &has rules tht allow payer Characters to bul, maintain and enjoy hee ‘oun tronghols Love Giossey In append A, a help glossary ‘ipa many ofthe conc peopl ad loca tions fund thoughout the DD multiverse 5 Tuincs You NEED ‘What you need to play hat changed much since the game’ ist publication in 1974 RULEBOOKS ‘As the Dungeon Master, you need this book pus the Players Handboo (which entains most ofthe rules ‘ofthe game) and the Monster Manual. You payers peed access tothe Player Handbook, oo, bt they ‘can share as needed, Tet players know heforesand hat books (other than the Plajers Hendbool they can reference during a playing sesion. For example, i nt ap propriate for players to look up monster in the Monster Manual (r the equivalent digital too) while Sighting that monster Ifyure running a published adventure players should void reading that adven- tures they dont spoil any surprises ADunozon Master ‘One player has the special roe of Dungeon Master. Some peopl love being the DM all the ime, while ‘others can end up feeling tapped asthe “forever [DM for thle gaming growp: The “Group Siac” sec tion in chapter 2 discusses possiblities for sharing therole of Dungeon Master among multiple payers ina group. PLAveRS Players who arent the Dungeon Master take on the roles ofthe heroes, also krown asthe characters oF the adventurers, ‘DAD plays best with four to sx players in addition to the DM, butt’ possible to un a game with ewer ‘or more adventurers, See the “Group Sze section in chapter 2 for advice on doing so Finpino PLAYERS ‘Where do you find player? Here are handful of suggestions {Game or hobby toes (the Store Locator onthe ‘Wirards ofthe Const website can help you find stores near you that hs: DAD evens) + Friends, family commurity members, and work ‘alleges who enjoy gaming or fantasy = Gaming lbs at schools + Social media and online messaging sites Gaming conventions APLacE TO PLay ‘The bare minimum of space you need to play D&D {room for everyone In your group to gather and participate, "When choosing the space youl be paying, em list your players’ help. Think abou any accessibility ‘neds youorthey might have. Some players might Ihave difclty with low light, background muss strong odors, cramped spaces or specii allergens. ‘Accommodate what you can; communicate what you cantas early as possible If possible, playin an area with minimal visual or auditory dsractions. Favor surroundings that rn force your desired atmosphere and have litle non player tall I'space is shared reserve the space in vance "You can also play D&D anywhere you might come together in an online space from a group video call tos rophisticoted viral tabletop Dice You needa fll set of polyhedra dice: dd, 28, 410, 42, and d20. 1's helpful to have at east to of. «ach kind, Mealy, each player should also have their ‘own set of polyhedral dice, Lots of dgtal dice rllers exist, Simple, browser: ‘based dice rollers are easily found onthe internet, Specialized dice apps canbe found in app stores, and virtual tabletops typically have dicerling Tanetionalty bul in Nors-Taxine MATERIALS _ veryone needs some way to take notes, During er cry round of combat, someone needs to keep track nitive, Hit Pints conditions, and othe nfor talon. Payers often lit take notes bout what happen in the adventure, and atleast one of them should record any eles and treasure the characters collect. Cuanacrer Sueers Players need some way to record important infor- ‘mation about their characters, lain paper works fine, but pavers might find oficial or far-made character sheets more helpfulin organizing the ‘ScHepuuine Games Sometimes the hardest thing about cunning game is Bring a time when everyone can ply ‘Some groups play for few hours every week, hile others set atdea whole day once a month Creates schedule tha works best fo your group. Fornew groups, it often helps to schedule 8 Singl-sesson game often called 2 “one-shot") 2353 way fr peopl ory ou everyone has a reat time at that one session, ltcan be ease to et them to make a long-term commitrent ‘Scheduling confit are sometimes nescap- able. The "Group Size” section in chapter 2 offers Some advice on what to do when 3 player has to information. A variety of digital character sheets are aleo availble if youre playing orline or using Sigal devices atthe table Canpatcx JouRNAL ‘Throughout this book youl find tasking sheets you can use to make your work as aM easier They range from sheets you can useto track NPCS ‘orsettlements in your game to trackers you can use tomake sre youre giving the adverturers a good ‘numberof magi items These tracking sets can form the basi ofa campaiga journal ee chapter 5) and they'l help you plan your adventures ad build ‘Your world You can sean or photocopy these sheets for your personal use, and youl fine downloadable ‘versions on DnDBeyond com. User ADDITIONS _ Various resources can enrich your game and make {kmore fun Many ofthese resource might have Aigial versions making compaterstablets and Smartphone seni lenin some DED games andor some payers DM Scrzes [ADM sereen shields your books. nots, and dieolls From your players (Se the “Ensuring Fan for All section ater this chapter for more about when find why you might want to hide derlls) Most DM ‘creens have at on the otwvard-facing panels and handy rules information onthe nse facing panel (Others might be made of fancy wood or sculpted to help set the mood for your game "You dont need a physical screen t hide things if yout playing online, bt it ean be llpfulto have Feady acces to important information like cond ton definitions, common actions aad other key rules, Some DMs set up a pyseal IM sereen near their computer seeen, A virtual aletop might have reference information ike tis builtin ADVENTURES AND SOURCEROOKS Beyond the thre ere rulebook, a plethora ofa ditional conten is available from Wizards ofthe Coast and other publishers. Adventures provide hooks, lots, maps, and encounters you can use in {Your game, Soureebooks include things ike new Character options, new monsters, and inspira tion for building your own adventures and ‘campaigns. You can play DAD without any of thee ational products, bt many DMs (and Players) find them tobe exciting ations to the game Barri Grip AND MINIATURES ‘Some DMs us a battle grid and minlatures to run ‘combat encounters, which helps plyers visualize scenes when playing in person. A vinyl wet erase rat with printed ged’ a gridded whiteboard, ttng mata large sheet of gridded paper ora Printed poster map-any of these can serve as a battle rid. The grid should be marked in Finch squares. "You also need plastic or metal miniatures to rep resent characters and monsters inthe game, but You ‘an us coins, extra dice, paper counters, or even pieces of eandy if miniatures are unavailable Many software tols designed to facilitate online DAD play provide bate grid. Even without such tae Pham many online DAD games use sereen sharing in combination with drawing programs, ‘Shared whiteboards, or similar tool ax simple battle tris. Some DMs are comfortable with software that allows therm to control lighting and show the players exactly what they can see ethers find that ‘complex software gets in the way ofthe gume Use \shatever works for you and your group. Carp Accrssontes Some players and DMs find it helpful to have infor ‘mation avaiable in the form of cards. You can buy {or make) cards with individual spell, magi items, ‘monster stat blocks, rules reference, and similar {ormation for easy reference, 7 PREPARING A SESSION ‘The more you prepare bere your game, the more smoothly the game will goto. certain point. To void being either under or overprepared, use the one-hour gudeline below and prioritize what to prepare depending onthe sie you have available, Tue ONE-Hour GUIDELINE |ADAD game session usually starts with some out ‘of game chatter as everyone settles downto pay, ‘Once the session gets undereay, most groupe can (of play where cach “thing” might be any of the felling: Explore locaton such chamber in a caste or + Converse with an intelgent creature + Reach consensus ona divisive fare Solve tricky riddle or paral Survive a deadly trp Fight love difculty combat encounter ‘Amore dificult combat encounter might count as ttwoor thre things anda vense negotiation can use ‘most orallof an hour of py on ts own, PREPARATION TIME ‘The following guidlines can help you prepare for a session of play sing a pubshed adventure (Owr-Hour Pazranarion you spend one hour each week preparing for your same lle these steps Step 1 Focus onthe story af the adventure. Read ‘or reread the adventure’ introduction and ble ground information, Create ablleted ist of key plot points to make sures coherent story unfolds, ‘Step 2 Identify the encouters you want to run ‘then figure out how likly is cach encounter will st played, categorizing ach one as “definite possible” or “nll Step 3 Gather any maps yuul ned forthe definite and posible encounter, “hen focus the remainder ‘of your prep time onthe Jefnite encounters, a For combat encounters review the monsters tacts and stat blocks, Note any special rules that apply tothe setting ofthe encounter, or social interaction encounters. make notes about the nonplaver charters (NPCS) in the en ounter~their personales, goals and facies. For exploration encourvers record any cls other information the cherates should lear, nd review any special rides that might come into Playin the encounter Step 4. Consider how each definite encounter re latest the players motivations (ee the "Know Your Players" section in chapter 2) Think about ements you ean at interest them, For exam plea combat encounter cau open with tense ‘egotaton designed to appeal to players who en Joy social interaction, ‘Step 5 Skim the encounters you flagged as posible, Two-HoUR PREPARATION ‘With another hour to prepare, add these steps Step 6, Carefully review each “possible encounter Step 7Devote anytime you have le to creating Improvisational ads (ce the “Improvising An ‘swes" section in chapter 2) Thees-HovR PREPARATION I you have three hous to prepare, add these steps ‘Step 8. Skim cach “unlhely” encounter. ‘Step 9 Creates new encounter designed to appeal specifically to one paver, o alter an existing en Counter to relat othe goals and motivations of that players character Over the course of several sessions, do this forall our players and thei characters, How To Run A SESSION ‘Ths section explains how to runa game session; later on, chapters and 5 detall howto combine sessions into adventures and adventares into Recap Star each game session after the ist with a reap ‘of what happened in the previous sesion A recap ‘els players get bac int the story. also provides important information to players wko missed the previous session. You can provide ths recap of You ‘an Invite one or more players to deliver the recap Instead. Each approach has benefit: DM Recap. Provide the recap yours you have specific information you need to impart orf You want the recap tobe concise aad focused on ‘whats evant Player Recap Let the players provide the recap ‘you want to gauge wha they thin is important frlearn more about what they're petting out of the game Ifthe players miss any important details Jntheir recap you can interject a reminder. Encounters ‘Thebulk ofa typical DAD session cnssts ofa se ries of encounters, similarto how a movie isa series ‘of acenes In each encounter, theres chances for the DM to describe creatures and places and for characters to make choices, Encounters can involve exploration (interacting with the environment, ‘hung puzzles), socal interaction with erature, frcombat. The Players Handbook ulins the gen ‘ral hythm of playin an encounter The following “Stetions offer more detailed information on hove an encounter typically unfolds, in three steps. Srep I: Descriae THe SrTUATION AAs the DM, you decide how mich totell the players and when Allthe information the plyers need ta make choices comes from you. Within the rules of the game and the limits ofthe characters know! edge and senses, tel layers everything they need to know Published adventures often include tet in a box lke thie which s meen tobe red loud tthe players when ther characters rat ave a3 location or under a specif cicumstance, 2s de scrlbed inthe tet it usually descrtes locations othe players know what's happening and have 3 Sense of hat her characters options ar. Whether you're running 2 published adventure or tone of your own ereation, your ital desrition of ‘room or situation should focus on what the char acters can perceive You don have to reveal every detail at once Most players begin to lose focus afer aout three sentences of descriptive text. As charac ters search rooms, open draers and chest, and ex amine things more closely, give players more detalls shout what thelr characters find. "The Narration” section in chapter 2 offers more extensive advice and examples of narration, Srep 2: Ler Tue PLavens TALK (nce youre done describing the station, ask the players what their characters want todo, Note what the players say and identify how to resolve thei ac ‘ons Ask them for more information If you need i Sometimes the players might give you a group answer-"We go through the door” Other times, individual players might want todo spelfic things tne might search a chest while anather examines ‘bookshelf Outside combat, the characters dont ‘need to take turns, but you need to give each player 2 chance to tll ou what thee characters doing so ‘you can decide how to resolve everyone's actions. In Combat, everyone takes turn in Inte order Srep 3; Descnine Waar Haprexs After the players describe their characters actions, isthe DMs ob to resolve those actions, guided by the rules and the adventure youve prepare. So how do you decide? Think through these possiblities [No Rules Required. Sometimes, resolving sits ation easy. fam adventurer wants to cross an {Empty oom and open a door you ean just say thatthe door opens and describe what les beyond (perhaps referencing your map or nots) Obstacles to Success, Alock a guano sme other obstacle might hinder a characters ability to completes task In those cases, you typically eal fora D20 Test, usually an ability check For exam ple succesful Dexterity (Sleight of Hand) check Imght be needed to pick the lock, whlleasuccess- Ful Charisma (Persuasion check and some coins ing Outcomes” section in chapter 2 gives more {dance on hw to use D20 Tests and other tools to determine the results of character’ actions Roleplaying, When the pavers interact with other ‘reatures, roleplay those creatures based on whether they are Friendly, Indifferent, or Hostile Improvise based on what you know about the ereatures their knowlege, and ther motivations ‘Then being these creature toile ar you deseibe iat happens. (See the “Running Social Intera sclion in chapter 2for more advice) 9 One Action a a Time. The rules about actions in the Player's Handbook lim how many things 3 character ean do at once Keeping thse rules in ‘mind can help you adjudrate situations Combat. In combat, many ituations involv attack rolls or saving throws, The rules of combat can help you determine the eectvenes of charac- ters aetions. The “Running Combat section in ‘hapler 2 offers advice on comb. Spelleasting. Ifa character casts a spell you can ‘sal le the player tellyou what the spell does and how to resolve If cuestions arse, read the text ofthe epell yourelf-how a epll i ruppored to workis usally pretty clear. The general rules of spelestng inthe Payer’ Handbook are also ‘sential for resolving spells facts. Exceptions Supersede Geseral Rules, General rules govern each part ofthe game, but the game also includes class features. spells, magi items, ‘monster alte, and otfer elements that ean contradict a general rule. When an exception and a general rule disagree the exception wins. For ftample,i'sa general ru. that meee weapon attacks use the attackingcharacter's Strength ‘modifier But ia featuresays that a character can ‘make melee weapon attacks using Charisma, that ‘rception supersedes the general rule ‘When narrating results ty to give a flavorful