D&D rules summary (3rd ed)
Posted: Sun Aug 30, 2009 2:39 pm
Based on http://www.d20srd.org/
Offline version available thanks to Lord Bones here
The basics
Your character (& ability scores)
Classes, relevant stats and skills
Skills in depth
Feats &other abilities
Races (including Murafu)
Combat
Attacks of Opportunity in depth
D&D - the basics
In the third edition of AD&D (Advanced Dungeons & Dragons), to streamline alot of stuff, they introduced a simple concept. Want to do something with a chance of failure? No need for complex tables and lots of different dice. Instead, roll a d20, and add any bonuses your character may possess. Sounds simple, right?
What's a d20? It's the easy term for a twenty sided die. Want to roll two six sided dice? 2d6. Want to roll five ten sided dice then add twelve? 5d10+12. It makes things easy to express.
Anyway, players are usually trying to get to a target number called a Difficulty Class - abbreviated 'DC'. All things being equal, a player trying something simple has @ 50/50 chance of pulling it off - DC 10. So if a player's character has some skill, then they are more likely to beat the DC. However, trickier endeavours gain highers DCs ranging from 15 being doably difficult to DC 40 being impossible except by epic heros of legend!
In combat, enemies (and players for that matter) have a specific type of DC that needs beaten to score successful hits, called an Armour Class (AC). It is the same basic principle, and gets its name as D&D considers armour very important for defense. Don't be fooled though, being nimble, using good tactics, or conversely being under bad conditions also alter a person's AC.
So, basically, a game consists of all but one players being players of a single character, exploring the set up the last player - the Dungeon Master - has created for them. The DM is simply providing a firm but fair framework for fun, and everyone rolls mostly d20s when something is rollplayed that has a chance of failure - such as bashing someone's head during combat
Offline version available thanks to Lord Bones here
The basics
Your character (& ability scores)
Classes, relevant stats and skills
Skills in depth
Feats &other abilities
Races (including Murafu)
Combat
Attacks of Opportunity in depth
D&D - the basics
In the third edition of AD&D (Advanced Dungeons & Dragons), to streamline alot of stuff, they introduced a simple concept. Want to do something with a chance of failure? No need for complex tables and lots of different dice. Instead, roll a d20, and add any bonuses your character may possess. Sounds simple, right?
What's a d20? It's the easy term for a twenty sided die. Want to roll two six sided dice? 2d6. Want to roll five ten sided dice then add twelve? 5d10+12. It makes things easy to express.
Anyway, players are usually trying to get to a target number called a Difficulty Class - abbreviated 'DC'. All things being equal, a player trying something simple has @ 50/50 chance of pulling it off - DC 10. So if a player's character has some skill, then they are more likely to beat the DC. However, trickier endeavours gain highers DCs ranging from 15 being doably difficult to DC 40 being impossible except by epic heros of legend!
In combat, enemies (and players for that matter) have a specific type of DC that needs beaten to score successful hits, called an Armour Class (AC). It is the same basic principle, and gets its name as D&D considers armour very important for defense. Don't be fooled though, being nimble, using good tactics, or conversely being under bad conditions also alter a person's AC.
So, basically, a game consists of all but one players being players of a single character, exploring the set up the last player - the Dungeon Master - has created for them. The DM is simply providing a firm but fair framework for fun, and everyone rolls mostly d20s when something is rollplayed that has a chance of failure - such as bashing someone's head during combat