Difference between revisions of "Category:Beginning Play"

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(Basic Rules)
(Basic Rules)
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Roll d20, add the resulting number from that roll (1-20) to modifiers in an attempt to match or exceed a number that represents an in-game difficulty.  Two in-game difficulty terms often used are  
 
Roll d20, add the resulting number from that roll (1-20) to modifiers in an attempt to match or exceed a number that represents an in-game difficulty.  Two in-game difficulty terms often used are  
  
1) '''Difficulty Class''' (DC) that is often associated with skills such as remaining balanced on a slippery surface, climbing a cliff, setting a trap, dismantling a trap, etc.; and
+
1) '''Difficulty Class''' (DC) that is often associated with skills such as remaining balanced on a slippery surface, climbing a cliff, setting a trap, dismantling a trap, searching an area for clues, spotting anything suspicious while on watch, listening to hear a noise, etc.; and
  
 
2) '''Armour Class''' (AC) that is associated with the difficulty to punch, kick, grapple, or otherwise attack an opponent.  
 
2) '''Armour Class''' (AC) that is associated with the difficulty to punch, kick, grapple, or otherwise attack an opponent.  
  
Both in-game difficulty numbers (DC & AC) are determined through a mathematical formula known by the Dungeon Master.  
+
Both in-game difficulty numbers ('''DC''' & '''AC''') are determined through a mathematical formula known by the Dungeon Master.  
  
 
Example.  The Player Character (PC) wants to dismantle a trap with a difficulty of 25. To be successful, the player must achieve a number of 25 or greater using the roll of a d20 plus any modifiers the PC may have for training, luck, natural abiility, assistance, etc.
 
Example.  The Player Character (PC) wants to dismantle a trap with a difficulty of 25. To be successful, the player must achieve a number of 25 or greater using the roll of a d20 plus any modifiers the PC may have for training, luck, natural abiility, assistance, etc.

Revision as of 17:46, 6 February 2011

Beginning Play

For the True Neophyte, this is a list of what every beginner should know before playing. For players of role playing games, knowing the rules is optional. However the heading Guide Books Consulted gives a list of not only the rule books used by the Dungeon Master in running the game but, also, the reference material used to create the realistic fantasy world the players' characters will inhabit.


What Materials Players Need to Play

Players should attend all games with their own

1 - pencil

2 - pencil sharpener

3 - eraser

4 - notepad for taking lots of notes and doing math

5 - a set of polyhedral dice (one set of dice includes: 4-sided die, 6-sided die, 8-sided die, 10-sided die, 12-sided die, and 20-sided die) Dice are referred to as d4, d6, d8, d10, d12 and d20.

All other materials will be provided by the Dungeon Master. Dice can be provided to new players by the Dungeon Master on a short-term basis. However, it is best for each player to have his or her own personal set of dice.

Basic Rules

Roll d20, add the resulting number from that roll (1-20) to modifiers in an attempt to match or exceed a number that represents an in-game difficulty. Two in-game difficulty terms often used are

1) Difficulty Class (DC) that is often associated with skills such as remaining balanced on a slippery surface, climbing a cliff, setting a trap, dismantling a trap, searching an area for clues, spotting anything suspicious while on watch, listening to hear a noise, etc.; and

2) Armour Class (AC) that is associated with the difficulty to punch, kick, grapple, or otherwise attack an opponent.

Both in-game difficulty numbers (DC & AC) are determined through a mathematical formula known by the Dungeon Master.

Example. The Player Character (PC) wants to dismantle a trap with a difficulty of 25. To be successful, the player must achieve a number of 25 or greater using the roll of a d20 plus any modifiers the PC may have for training, luck, natural abiility, assistance, etc.

Food and Drinks at The Game

A food break during the game will allow players to eat a meal brought from home or to order in a meal from a restaurant. Players should be prepared to provide for their own needs in this regard. This also applies to snacks and to drinks at the table during play.

Guide Books Consulted

CORE RULES FOR v3.5 D&D

Dungeon Master's Guide

Player's Handbook

Monster Manual 1


Supplemental Reference Books Cited

Advanced Dungeons and Dragons Dungeon Master's Guide

The World of Greyhawk Boxed Set 1983

The Gazeteer

Tomb of Battle

Libre Mortis

Dynasties and Demagogues

Crime And Punishment

Gary Gygax's Living Fantasy

Nobility

Pages in category "Beginning Play"

This category contains only the following page.