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Post by lukuz13 on Dec 21, 2011 21:34:20 GMT -5
For those of you who don't know of this fantastic phenomenon, DnD is essentially a toolkit for a table top adventure with all your friends played with a variety of dice and books to assist you in building the adventure. Overall, 3.5 and 4th edition are the most popular and newest versions of the game (but we won't get into the differences between the two here) played by people all around the world (and I do mean ALL around, seriously, you have no idea) Some may argue that DnD was the first 'RP' but it's different in a few key ways. One of the biggest is it has a set of rules that, while a lot to take in at first, all fit nicely into the big picture, and even allow for a great deal of customization and preferences. I myself only recently began playing (within the year, I believe actually) but I have quickly picked up on a lot of the finer things of the game (not to mention played with my friends, as I have told you all stories of). On to the point of this thread, right. I started this dedicated to the DnD spirit, and to spread the word of it, if anyone doesn't know about it . I plan on teaching someone I know about it soon, so I figured, why not share some of these lessons with you all, and answer any curious person who wanders on past this thread any questions they may have So as I post the lessons, or even before hand, feel free to post any questions, comments, or what have you, bout time we had a thread that wasn't dedicated to RPs....sorta B| www.wizards.com/DnD/
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Post by thatfallout3guy on Dec 22, 2011 5:26:02 GMT -5
I have a question. Would you hate me if I made a Chaotic Neutral or Evil Drow that was also a clepto and a smooth talker?
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Post by Noven on Dec 22, 2011 16:22:18 GMT -5
With a maximum charisma stat to boost?
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Post by lukuz13 on Dec 22, 2011 16:25:29 GMT -5
I would not actually, Drow are naturally evil, due to the way they are born and raised, underground with hundreds of other evil creatures. It isn't unheard of for other types of Drow, but they are normally evil. The story behind this is quite interesting, but I won't bore you with it unless you wished to hear it XD
Also, technically stats have no maximum, however PCs stats increase at a very slow rate, thus unless you concentrated on one stat, getting it above 30 would be an achievement in and of itself. Remember however, creatures like dragons have their stats in the 30s and 40s if that gives you a reference point
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Post by thatfallout3guy on Dec 23, 2011 7:01:07 GMT -5
I know that. Which is why I'd be a difficult fucktard and make a Lawful Good Drow. Go ahead, say I can't. I dare you.
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Post by Mog on Dec 23, 2011 7:35:10 GMT -5
I'd like to try DnD at some point. There's so many bloddy rules though.
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Post by lukuz13 on Dec 24, 2011 3:45:57 GMT -5
Well actually Moogle, the rules are just there as a guideline, or a toolbox for you to get started. Most DMs, at least good ones, develop their own light rules that they abide by. Besides that though, there aren't all that many rules for the players to worry about, just physics, and reality that the DM informs you about ahead of time. Magic of course being the wild card there, but you get the idea
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Post by lukuz13 on Dec 24, 2011 7:15:44 GMT -5
Lesson One: Dice and their meaning
In Dungeons and Dragons, Dice are a means of determining the random features that reality often brings us, in a easy (and personally fun) handheld way. Dice are rolled to determine many things from how much damage you do, to whether or not that Town Guard believes your story about the huge rat that destroyed the marketplace instead of yourselves, but make no mistake, you don't have to roll them for every situation, only during combat and when you attempt particularly difficult tasks. For DnD in particular, the die come in several flavors: D20, D12, D10, D8, D6, and D4, usually sold together in a small container at any hobby shop or game store near you. I'll go into a little more detail about them, but the basic thing to remember is: d20 is used to determine if you succeed at an action, all the others deal with after you succeed.
D20: Most commonly used and your best friend, the d20 is used to determine success in otherwise uncertain situations (determined by the DM normally). Used to determine if a hit is successful, and during skill challenges (to be discussed later).
D12, D10, D8, D6, D4: Used to determine damage, turns left before some event in battle, poison and other magical effects, and the hit points of PCs. There are many other uses, but far too many to name here now.
d%: Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two tensided dice. One (designated before you roll) is the tens digit. The other is the ones digit. A roll of 7 and 1, for example, give you a result of 71. Two 0s represents 100. Some percentile show the tens digit in tens (00, 10, 20, etc.) and the ones digit in ones (0, 1, 2, etc.). In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.
Important Note: Not every action requires a die roll. Roll dice in combat and other dramatic situations when success is never a certainty, otherwise designated by the DM
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Post by Noven on Dec 24, 2011 7:53:44 GMT -5
If you rolled 00 and 9, would that mean your level 1 character just slew a dragon and is a prodigy? B|
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Post by lukuz13 on Dec 24, 2011 8:48:55 GMT -5
Not quite, since d% aren't used to determine damage
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Post by Noven on Dec 24, 2011 8:53:21 GMT -5
SHHH LUKE YOU NEED TO COVERTLY MOCK MY LACK OF KNOWLEDGE AS I MAKE STUPID JOKES ABOUT YOUR DICE. B(
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Post by lukuz13 on Dec 29, 2011 10:00:34 GMT -5
Lesson Two: Taking Action One of the most beautiful things about DnD is the fact that, within the vision of reality that is fantasy, you can literally do anything you desire, something that no game can match up with no matter how much free-roaming it has. Obviously this is an epic tale you and your friends are telling together, so you don't want to go off and kill entire villages without cause...or maybe you do, who am I to judge, this is a game centered in and on imagination, the rules are simply here as a guideline, never as a limitation (that's the DM's job ) But yes, on to the lesson, what you can actually do in the game is broken up into several categories on figuring out if you succeed or not: Skill Check: Any time you use a particular skill your character has and roll a d20 to see if it is successful, that is making a skill check. When you roll to see if a skill check is a success, you take whatever result you roll, and add in your ability modifier (will be explained in a moment) and ranks, which are points you put into skills every level. Normally, if you are rolling a skill check to see if you, say, jump over a pit in time, you are rolling it against something called a DC, or a Difficulty Class, which is how difficult the jump is considered to be by the DM. If you succeed, you leap over it no problem, or if you don't you fall, simple right? Note: I forgot to mention, but rolling a 20 is a critical success, as in in combat, always a critical hit, in skill challenges always a success and so on, because we can all get lucky. And the opposite goes for a critical fail, a 1, meaning that even the best of us make mistakes essentially. As you get better, you are less and less likely to fail something you are good at but again, there is always those two possibilities. The DM may see fit to alter this detail in that, if you barely succeed something else may happen, or if you barely fail, you don't receive full consequence, but that is entirely up to their play style. Ability Checks: Certain times, you'll want to use a skill that perhaps your Wizard isn't so good at, and since everyone can jump, what are you to do? The answer, Ability checks. Used when you attempt to use a skill that you are not trained in but can obviously be used by any humanoid, you take your ability modifier and add that to your d20 roll. By now I've mentioned ability modifiers many times, so you are likely wondering what they are. An Ability modifier is a + or a - given to skills, and checks that have to do with that ability in particular. More will be explained when I get into character creation. Attack rolls: To attack an opponent, roll a d20 and add your character’s attack bonus to the result. If the result equals or exceeds the opponent’s Armor Class (AC), the value of their armor and dodge all added together, the attack succeeds. On a successful attack, roll the dice indicated for the weapon you used to determine how much damage your attack deals. Damage reduces hit points (hp). When all of a character’s hit points are gone, the character falls unconscious and is dying. (Unconscious and dying explained later) A critical hit deals more damage. If you roll a natural 20 on an attack roll, you threaten a critical hit. Roll again to confirm it. If the second attack roll is successful, then the critical hit is confirmed and you deal more damage, determined by the weapon you use also.
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Post by lukuz13 on Jan 2, 2012 11:24:39 GMT -5
Lesson Three: The Round System
DnD at it's core, is designed to be a turn-based strategy, in some ways, though much is done to make it feel as if it is happening at the same time, as any real battle would. At the start of combat, 'Initiative' is rolled with the d20, to determine the order of who acted first the fastest. Each round represents approx. 6 seconds of world time, and you can take a number of 'actions' per round before your 'time' so to speak is used up. Those actions are Standard Actions, Move Actions, Full round actions, and Free Actions.
Standard Actions: Any action that isn't moving out of the way of something, or otherwise takes up some time in your move, such as attacking, drinking a potion, casting a spell, etc.
Move Actions: Moving any distance that is equal to your land speed given by your race and abilities.
Full-round Actions: Going all out, and attacking as many times as you are able in one round, with no time or energy for anything else. Normally more important to later level characters.
Free Action: Any action that can be performed with little issue and so quickly it doesn't soak up much time in the round, commonly shouting commands to party members, or other short actions.
In any one round, you may perform one of several combinations of the four. A standard action and a move action (vise versa), two move actions, a full round action. Free actions may be sprinkled in any of these, though they are limited in number by the DM.
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Post by lukuz13 on Jan 4, 2012 0:43:21 GMT -5
Lesson Four: Character Sheet One of the first things you'd get in a DnD game is this, basically it will contain all the information your character is, at least the crunchy data and numbers you may want to keep a note card for quick reference, but for now, I shall link you to pictures and explain each slot in further detail. fc03.deviantart.net/fs71/i/2011/123/6/c/blank_dnd_character_sheet_pg1_by_seraph_colak-d3fjf0p.png (Front) fc09.deviantart.net/fs71/f/2011/123/1/4/blank_dnd_character_sheet_pg2_by_seraph_colak-d3fjf4t.png (Back) Character Name: Name of Character Player: You Class and Level: Class(es) they are, and the levels in each (total) Race: Pick one Alignment: the moral side of things they generally take. Diety: God or ideal they worship, if any. Details on looks Strength: Physical prowess Dexterity: Nimble movements, natural agility Constitution: Endurance, body's resistance Intelligence: Knowledge about subjects, books, problem solving. Wisdom: Gut feeling, Knowledge from experience Charisma: Attractiveness, skill with words, likability. HP: Hit points AC: Armor Class, or how hard it is to hit you based on your armor, toughness of skin, chance of moving out of the way. The modifiers are a plus/minus given by an ability of a certain score, discussed later. Touch Armor Class: how hard you are to hit when something grabs you, or is close enough to get past armor bonus, shield bonus, or natural armor bonus. Flat-Footed Armor Class: How hard you are to hit when caught off guard, lack of dexterity mod to your AC, or basically, not ready to dodge an incoming attack. Initiative: the number you add to the d20 roll at the beginning of combat to determine who goes first. How quickly you respond to apparent danger. Nonlethal Damage: Damage done to you that, while painful and able to knock you out, won't kill you, or beating up someone with your bare fists, non monk at least. Once the nonlethal number equals your hp, you are unconscious. Speed: Feet per turn a character can move when fast walking. Measured according to a grid explained later Damage reduction: Points of damage ignored when it is dealt to this character. Often has an exception. Saving Throws: thrown to resist special effects, poisons, traps, some spells, and anything else that isn't exactly 'combat' Fortitude is a measure of immune response, used for poisons, and resisting effects of the body. Reflex is dodging out of the way, or otherwise moving so you aren't hit with as much of the damage. Will is a measure of mental resistance, used for mind altering effects. Base Attack Bonus: natural aptitude for hitting things with a weapon, along with other things, added to d20 attack roll. Grapple: bonus to the rolls involved with grappling with someone. Spell Resistance: What the caster must overcome for some spells to succeed. Attack: Weapon and any details involved. Skills: Skills you are trained in, untrained in, have learned so far, and any modifiers that add to it. Back of sheet: Campaign: Series of adventures this character is involved in Experience Points: Points needed to reach next level Gear: equipment used to protect one's self, and any details that apply. Other Possessions: Anything you have on your person that doesn't fit into any other category. Feats: A list of 'perks' that is chosen from lists provided by Players Handbook, and a few other supplements. Special Ability: Anything that fits into an ability you get because of your race, class, of events in the campaign, or items you equip. Spells: For magic users. Money: pieces of valuable coin you have Languages: tongues you speak Spell Saves: DC used to determine if spell succeeds Arcane Spell Failure %: chance of a spell failing due to armor you are wearing.
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Post by lukuz13 on Jan 10, 2012 16:41:54 GMT -5
Lesson Five: Character Creation CHECK WITH YOUR DUNGEON MASTER Your DM may have house rules or campaign standards that vary from these rules. You should also find out what the other players have created so that your character fits into the group, so you may have a balanced party. A party of rogues would die horribly in the sun temple dungeon ROLL ABILITY SCORES Roll your character’s six ability scores. Determine each one by rolling four six-sided dice, ignoring the lowest die roll, and totaling the other three. Record your six results on scrap paper, these will be applied to each of the abilities you have (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) CHOOSE YOUR CLASS AND RACE Choose your class and race at the same time, because some races are better suited to certain classes. The classes in the Player's Handbook are barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard. Each class description includes a “Races” section that provides some advice, each race having a more inclination towards a class, though there are little true limits (such as having a Elf barbarian, possible but not the best combo.) ASSIGN AND ADJUST ABILITY SCORES Now that you know your character’s class and race, take the ability scores you rolled earlier and assign each to one of the six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Adjust these scores up or down, according to the abilities you wish to be good in, affected by your race in some cases. Put high scores in abilities that support your class selection. Each class description includes an “Abilities” section that provides some advice. For each ability score, record the character’s modifier, Ability Modifiers modifiers adjust many die rolls in the game, including attack rolls, damage rolls, skill checks, and saving throws. Ability Modifiers go as such: 10-11=0, 12-13=+1, 9-8= -1, and so on. CLASS FEATURES: Some classes have abilities others don't, such as darkvision, so be sure to record these ahead of time. SELECT SKILLS Your character’s class and Intelligence modifier determine how many skill points you have to buy skills. Skills are measured in ranks. Each rank adds +1 to skill checks made using a specific skill. At 1st level, you can buy as many as 4 ranks in a class skill (a skill on your class’s list of class skills) for 4 skill points, or as many as 2 ranks in a cross-class skill (a skill from another class’s list of class skills) for the same cost. (You get more out of purchasing class skills.) Buying skills goes faster if you spend 4 skill points (your maximum) on every skill you buy. Once you’ve selected your skills, determine the skill modifier for each one. To do this, add the skill ranks to the ability modifier associated with the skill and record it on your character sheet. SELECT A FEAT Feats are similar to perks or special powers/abilities your character can earn through training. Each 1st level character gets one at least. SELECT EQUIPMENT Use the equipment from your class’s starting package, or randomly determine your starting gold RECORD COMBAT NUMBERS Determine these statistics and record them on your character sheet. Hit Points: Your hit points (hp) determine how hard your character is to kill. At 1st level, wizards and sorcerers get 4 hp; rogues and bards get 6 hp; clerics, druids, monks, and rangers get 8 hp; fighters and paladins get 10 hp; and barbarians get 12 hp. To this number, add you character’s Constitution modifier. Armor Class: Your Armor Class (AC) determines how hard your character is to hit. Add the following numbers together to get your AC: 10 + your armor bonus + your shield bonus + your size modifier + your Dexterity modifier. Initiative: Your character’s initiative modifier equals your Dexterity modifier. The Improved Initiative feat provides an additional modifier if you select it. Attack Bonuses: Your class determines your base attack bonus. To determine your melee attack bonus for when you get into closecombat fights, add your Strength modifier to your base attack bonus. To determine your ranged attack bonus for when you attack from a distance, add your Dexterity modifier to your base attack bonus. Saving Throws: Your class determines your base saving throw bonuses. To these numbers, add your Constitution modifier to get your Fortitude save, your Dexterity modifier to get your Reflex save, and your Wisdom modifier to get your Will save. DETAILS, DETAILS, DETAILS Now choose a name for your character, determine the character’s gender, choose an alignment, decide the character’s age and appearance, and so on. There’s no need to develop your character completely. With your DM’s permission, you can always add or even change details as you play and as get a better feel for your character. Be sure to include a backstory, and other roleplaying details to fill your character in with more then just "He kills stuff" or "He casts spells"
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