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Today's Topic: Dungeons and Dragons


What Is: Dungeons and Dragons

Dungeons and Dragons is a fantasy, tabletop roleplaying game where people can gather and go on adventures! Dungeons and Dragons originally was designed by two dudes; Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. The game has been published by Wizards of the Coast since 1997, which is owned by Hasbro. It was derived from a miniature wargame call Chainmail, thus the game uses some of its' initial rule system.
Dungeons and Dragons brings people together to have fun. The person who tells the story is a DM or Dungeon Master. They are the ones who tell the story. Players roll for their character and also hope that the dice are in their favor, for their character's life lies on the luck of the roll. A good roll could end with the party celebrating a success, and a bad roll can lead to either failing whatever the character is trying to do, harming themselves or another party member, or even dying if they fail that horribly. I always kiss my dice before I roll them, but sometimes they even hate me.
Please note this is for 2nd edition only and is taken direction from the Dungeons and Dragons 2nd edition handbook. Most of it is word for word, because the book describes it best.

Attributes

When you go to make a character, you have to roll 3d6 (3 dice that are 6 sided...so like a regular dice). For 2nd edition, what you roll goes down the list. Whatever you roll first goes into Strength, second roll goes into Dexterity, and so on and so forth.
Below is the attributes for a character.

List Of Abilities
Ability Abbreviation Ability Perks Max Score
Strength STR
  • Hit Probability
  • Damage Adjustment
  • Weight Allowance
  • Max Press
  • Open Doors
  • Bars/Gates
The max, naturally rolled score for an ability is 18.
With race and/or class adjustments, it can go up to 19,
and can also decrease the score.
Dexterity DEX
  • Missle Attack Adjustment
  • Reaction Adjustment
  • Defense Adjustment
Constitution CON
  • Hit Point Adjustment
  • System Shock
  • Resurection Survival
  • Poison Save
  • Regeneration
Intelligence INT
  • Languages
  • Max Spell per Level
  • Learn Spell Percentage
  • Max Spell Level
  • Spell Immunity
Wisdom WIS
  • Magical Defense Adjustment
  • Bonus Spells
  • Spell Fail Percentage
  • Spell Immunity
Charisma CHA
  • Max Henchmen
  • Loyalty Base
  • Reaction Adjustment

Here is what each one means:

Strength

Description

Strength measures a character's muscle, endurance, and stamina. This ability is the prime requisite of warriors because they must be physically powerful in order to wear armor and wield heavy weapons. A fighter with a score of 16 or more in Strength gains a 10% bonus to the experience points he earns. If the warrior has a Strength score of 18 or more, they are entitled to role percentile dice to determine exceptional Strength, which increases their chance to hit an enemy, increase damage with each hit, increase how much they can carry without penalty for encumbrance, and their ability to force open things such as doors.

Ability Perks

Hit Probability:

Adjustments are added to or subtracted from the attack rolled on 1d20 (one 20-sided dice)during combat. A bonus (positive number) makes the opponent easier to hit. A penalty (negative number) makes him harder to hit.

Damage Adjustment:

This applies to combat. The listed number is added to or subtracted from the dice rolled to determine the damage caused by an attack.

Weight Allowance

This is the weight (in pounds) a character can carry without being encumbered. Encumburance measures how a character's possessions hamper their movement. These weights are expressed in pounds. The higher the weight, the slower the character may move.

Maximum Press

This is the heaviest weight a character can pick up and lift over their head. A character cannot walk more than a few steps this way. No human or humanoid creature without exceptional Strength can lift more than twice their body weight over his head. For example, a heroic fighter with Strength 18 can lift up to 480 pounds the same way and he can hold it overhead for a longer time.

Open Doors

This indicated the character's chance to force open a heavy or stuck door. When a character tries to force a door open, roll 1d20. If the result is equal to or less than the listed number, the door opens. A character can keep trying to open a door until it finally opens, but each attempt takes time (which is up to the Dungeon Master), and makes a lot of noise.

Bars/Gates

This is if a character is able to bend bars and open gates. It states the character's percentage chance to bend a normal, soft, iron bar, or lift a vertical gate, or perform something similar that requres enormous strength. When the character makes the attempt, they roll a percentile dice. If the number rolled is equal to or less than the number listed, the character bends the bar or lifts the gate. If the attempt fails, the character can never succeed at that task. They can, however, try to bend the bars on the gate that he couldn't lift and vice versa.

Dexterity

Description

Dexterity encompasses several physical attributes including hand-eye coordination, agility, reaction speed, reflects, and balance. It also affects a character's reaction to a threat or surprise, their accuracy with thrown weapons and bows, and their ability to dodge an enemy's blows. It is the prime requisite for rogues and affects their professional skills. A rogue with a dexterity score of 16 or higher gains a 10% bonus to the experience points they earn.

Ability Perks

Reaction Adjustment

This modifies the dice roll to see if a character is surprised when they unexpectedly encounter NPCs. The more positive the modifier, the less likely the character is to be surprised.

Missile Attack Adjustment

This is used to modify a character's die roll whenever they use a missle weapon, such a bow or thrown weapon. A positive number makes it easier for the character to hit with a missle, while a negative makes it harder.

Constitution

Description

Constitution encompasses the character's physique, fitness, health, and physical resistance to hardship, injury, and disease. Since this ability affects the character's hit points and chances of surviving such tremendous shocks as being physically reshaped by magic or resurrected from death, it is vitally important to all classes. Some classes have minimum allowable Constitution scores.
A character's initial Constitution is the absolute limit to the number of times a character can be raised or resurrected fromd death. Each such revival reduces the character's Constitution score by one. Magic can restore a reduce Constitution score to its original value or even high, but this has no effect on the number of times a character can be revived from death. Once the character has exhausted their original Constitution, nothing short of divine intervention can bring them back, and divine intervention is reserved for only the braves and most faithful characters. For example, if a character's Constitution is 12, they can be revived 12 times. The 13th time, he can not be resurrected or raised.

Ability Perks

Hit Point Adjustment

This is added to or subtracted from each Hit Die rolled for the character. However, no Hit Die ever yields less than 1 hit point, regardless of modifications. If an adjustment would lower the number rolled to 0 or less, consider the final result to be 1. Always use the character's current Constitution to determine hit point bonuses and penalties.
Only warriors are entitled to a Constitution bonus of +3 or +4. Non-warrior characters who have Constitution scores of 17 or 18 receive only a +2 per die. The Constitution bonus ends when a character reaches 10th level (9th for warriors nad priests), and neither the Constitution bonus nor Hit Dice are added to a character's hit points after he has passed his level. If a character's Constitution changes during the course of adventuring, their hit points may be adjusted up or down to reflect the change. The difference between the character's current hit point bonus and the new bonus is multiplied b ythe character's level (up to 10) and added to or subtracted from the character's total.

System Shock

This states the percentage chance a character has to survive magical effects that reshape or age his body: petrification (and reversing petrification), polymorph, magical aging, etc. It can also be used to see if a character remains consciousness in a particular difficult situation.

Resurreciton Survival

This lists a character's percentage chance to be successfully resurrected or raised from death by magic. The player must roll the listed number or less on percentile dice for the character to be revived. If it fails, the character is dead, regardless of how many times they were were previously revived. Only divine intervention can bring such a character back again.

Poison Save

This modifies the character's saving throw vs. poison for humans, elves, gnomes, and half-elves. Dwarves and halflings do not use this adjustment, since they have special resistances to poison attacks. The DM has specific information on saving throws.

Regeneration

This enables those with specially endowed Constitutions to heal at an advanced rate, regenerating damage taken. The character heals 1 point of damage after the passage of the listed number of turns. However, fire and acid damage cannot be regenerated in this manner. These injuries must heal normally or be dealt with by magical means.

Intelligence

Description

Intelligence represents a character's memory, reasoning, and learning ability, including areas outside those measured by the written word. Intelligence dictates the number of languages a character can learn, and is the prime requisite of wizards, who must have keen minds to understand and memorize magical spells. A wizard with an Intelligence score of 16 or higher gains a 10% bonus to experience points earned. The wizard's intelligence dictates which spells he can learn and the number of spells he can memorize at one time. Only those of the highest Intelligence can comprehend the mighty magic of 9th-level spells.
The ability only gives a general indication of a character's mental acuity. A semi-intelligent character (Int of 3 or 4) can speak (with difficulty) and is apt to react instinctively and impulsively. He is not hopeless as a player character, but playing such character correctly is not easy. A character with an int of 5-7 could also be called dull-witted or slow. A very intelligent person of int 11 or 12 picks up new ideas quickly and learns easily. A highly intelligent character with an int of 13 or 14 is one who can mostly solve problems without even trying very hard. One with exceptional intelligence that has an int of 15 or 16 is noticeably above the norm. A genius character has an int of 17 or 18. A character with such genius is potentially more clever and more brilliant than anyone can imagine.

Ability Perks

Number of Languages

This lists the number of additional languages (besides Common) the character can speak beyond his native language. Every character can speak Common, no matter his intelligence. This knowledge only extends to speaking the language; it does not including reading or writing. The DM can limit your language selection based on their campaign. Also, if the DM allows it, your character can find a tutor to help them learn more.

Max Spell Level

This lists the highest level of spells that can be casted by a wizard with this Intelligence.

Chance to Learn Spells

This is the percentage probability that a wizard can learn a particular spell. A check is made as the wizard comes across new spells, not as they advance in level. To make the check, the wizard character must have access to a spell book containing the spell. If the player rolls the listed percentage or less, they can learn the spell and copy it into their own spell book. If they fail, he cannot learn that spell until he advances to the next level.

Max Spells Per Level

This number indicates the maximum number of spells a wizard can know from any particular spell level. Once a wizard has learned the maximum number of spells he is allowed in a given spell level, he cannot add any more spells of that level to his spell book. Once a spell is learned, it cannot be unlearned and replaced by a new spell.

Spell Immunity

This is gained by those with eceptionally high Intelligence scores. Those with the immunity notice some inconsistency or inexactness in the illusion or phantasm, automatically allowing them to make their saving throws. All benefits are cumulative, thus, a character with a 20 intelligence is not fooled by a 1st or 2nd level illusion spell.

Wisdom

Description

Wisdom describes a composite of the character's enlightenment, judgment, guile, willpower, common sense, and intuition. It can affect the character's resistance to magical attack. It is the prime requisite of priests. Those with a Wisdom score of 16 or higher gain a 10% bonus to experience points earned. Clerics, druids, and other priests with Wisdom scores of 13 or higher also gain bonus spells over and above the number they are normally allowed to use.

Ability Perks

Magical Defense Adjustment

This applies to saving throws against magical spells that attack the mind: beguiling, charm, fear, hypnosis, illusions, possession, suggestion, etc. These bonuses and penalties are applied automatically, without any sconscious effort from the character.

Bonus Spells

This indicates the number of additional spells a priest (and only a priest) is entitled to because of his extreme Wisdom. Note that these spells are available only when the priest is entitled to spells of the appropriate level. Bonus spells are cumulative, so a priest with a wisdom of 15 is entitled to two 1st-level bonus spells and one 2nd-level bonus spell.

Chance of Spell Failure

This states the percentage chance that any particular spell fails when cast. Priests with low Wisdom scores run the risk of having their spells fizzle. Roll percentile dice every time the priest casts a spell; if the number rolled is less than or equal to the listed chance for spell failure, the spell is expended with absolutely no effect whatsoever. Note that priests with Wisdom scores of 13 or higher don't need to worry about their spells failing.

Spell Immunity

This gives those extremely wise characters complete protection from certain spells, spell-like abilities, and magical items as listed. These immunities are cumulative, so that a character with a Wisdom of 23 is immune to all listed spells up to and including those listed on the 23 Wisdom row.

Charisma

Description

Charisma measures a character's persuasiveness, personal magnetism, and ability to lead. It is not a reflection of physical attractiveness, although attractiveness certainly plays a role. It is important to all characters, but especially to those who must deal with NPCs, mercenary hirelings, retainers, and intelligent monsters. It indicates the total number of hencmen a character can retain and affects the loyalty of henchmen, hirelings, and retainers.

Ability Perks

Maximum Number of Henchmen

This states the number of NPCs who will serve as permanent retainers of the player character. It does not affect the number of mercenary solderies, men-at-arms, servitors, or other persons in the pay of the character.

Loyalty Base

This shows the subtraction from or addition to the henchmen's and other servitors' loyalty scores. This is crucial during battles, when morale becomes important.

Reaction Adjustment

This indicates the penalty or bonus due to the character because of Charisma when dealing with NPCs and intelligent creatures.

Creating a Character

A character is not complete without a race of a class. A player can choose from the following: