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How to play D&D
Chances are, if you're Just starting to play D&D, you will be completely lost as to what's happening for a few
Quests. This page simplifies the objective of the game.
Attacking moves:
Before attacking, a player's right to do somthing must be determined. This is found by each player rolling 2D6's,
(see the facts about D&D page), and adding the found numbers together. Then the dungeon master will sound off numbers
starting at two going up to twelve. The lower the sum of the numbers you've rolled, the sooner you get to attack. The DM (dungeon
master) also calculates the power the enemies to do something, so it's possible that they may attack before you.
On your turn, you have to tell the DM exactly what you are going to do and from where you are doing it. If the DM
approves the move, then you get to fight.
To attack an enemy, you must do three things: First you have to make an "attack roll", (AKA "to-hit"
number). The attack roll uses a D20,(usually) and determines how accurately you hit. For example, when using a sword, a value
of one on the D20 may be so badly hit that the sword might fly out of the players hands and hit someone else. A value of twenty,
however, would be so precisely hit that the resulting damage may be higher than normal.
Accuracy is nothing without power. Now the attacker must see if they were able to do any damage on the enemy at all.
To accomplish this, the attacker subtracts their enemy's armor class from their own "THAC0"(To Hit Armor Class 0
[Zero]). If the resulting number is equal to or greater than the number found on the attack roll, then the hit will be successful.
Attacker THAC0 - Enemy AC >= Roll# :Successful
Lastly, the "hit dice" are rolled if the attack roll was successful. Hit dice determine the damage inflicted
on an enemy. The dice used in this roll can be of any kind of number. This damage can be determined by the dice values alone,
or a combination of the dice values and the level of experience of the attacker.
Note: The previous was an example of the most basic attack move. Keep in mind that the attacking values can vary. The
THAC0 is an example, it can change because of strength bonuses, weapon bonuses, etc... Also, the enemies may be able to "save
for half", which means that they only take half the normal inflicted damage. Exactly how this happens in the D&D
world is unknown, but most think that the enemy recognizes the attack style, and therefore can defend themselves better.
Hint: When you attack is it wise to move around a bit so it will be more difficult for the enemies to hit you. Most
players are only allowed to move 12 spaces on the map per round. Warning: if you move all 12 spaces in an attacking round,
you will have no chance to attack. Therefore, Only move around a bit, but not at the expence of your own turn...unless you
have nothing to fight with.
When you have attacked once, or as many times as you are allowed to attack per round, you cannot attack again until
all of the other players and enemies have had their turn.
If you are damaged by an opponent, then you take the damage given, if it was done with a normal weapon (ex:A Sword).
Otherwise, you may be able to get less damage, if it was done by, lets say, a magical item. In that case, you can roll a saving
throw. Your saving throws are determined when setting up your character. The saving throw chances are usually less than 50%,
but when faced with certain death, they can come in handy. Rolling under your specific saving throw value will usually allow
you to get only half of the inflicted damage.
If wounded you can either get healed by walking it off, a priest, or healing potion. Walking it off is not recommended,
the other two are prefered.
Important things to get in the game:
EXPERIENCE POINTS!!! Experience points are points rewarded to you by the dungeon master for accomplishing a hard task.
The more XP(Experience Points) you get, the faster your ablilities level up; and the faster YOU level up. XP are mostly given
for fighting and destroying enemies. However, if you come up with a smart idea, solution to a problem, or find a cool way
to finish someone off, extra XP can be awarded to you. Believe me, those extra points add up! A harder way to earn XP is to
play your character well. For example, if your alignment(personality) is lawful or chaotic good, then you would go around
doing good deeds wherever you could. I do have to tell you, though, that most DM's rarely award XP for playing your character
well.
Character death:
Once all of your hit points have been exhausted to a value of zero, your character will enter a coma state. If plunged
into negative numbers, then the character is dead; but not completely. The character can still be regenerated by a priest
or healing potion, as long as the character does not go below their constitution value. Once beyond that, the character is
dead-dead, and the player must start a new character. OUCH!
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