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.
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.
Ability | Abbreviation | Ability Perks | Max Score |
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Strength | STR |
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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 |
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Constitution | CON |
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Intelligence | INT |
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Wisdom | WIS |
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Charisma | CHA |
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Here is what each one means:
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.
This applies to combat. The listed number is added to or subtracted from the dice rolled to determine the damage caused by an attack.
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.
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.
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.
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 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.
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.
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 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.
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.
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.
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.
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.
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 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.
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.
This lists the highest level of spells that can be casted by a wizard with this Intelligence.
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.
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.
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 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.
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.
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.
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.
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 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.
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.
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.
This indicates the penalty or bonus due to the character because of Charisma when dealing with NPCs and intelligent creatures.
A character is not complete without a race of a class. A player can choose from the following:
Each class has a specific ability you have to roll:
As you can see, each race has its own requirements. That is why you roll abiltiies first. Next, you pick a class which depends on your abilities and you race. Some classes even have alignment requirements.
Below is how you create a class for your character.
Character Possibilities |
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Group | Class | Race Requirements | Alignment Requirements | Ability Requirements |
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Rogue | Thief | Any Race | Any alignment except Lawful Good | Dexterity 9 |
Rogue | Bard | Human or Half-Elf | Any Alignment | Dexterity 12, Charisma 15, Intelligence 13 |
Warrior | Fighter | Any Race | Any Alignment | Strength 9 |
Warrior | Paladin | Human | Lawful Good | Strength 12, Constitution 9, Wisdom 13, Charisma 17 |
Warrior | Ranger | Human, Elf, Half-Elf | Any Alignment | Strength 13, Dexterity 13, Constitution 14, Wisdom 14 |
Priest | Cleric | Any Race | Depends on Deity | Wisdom 9 |
Priest | Druid | Human or Half-Elf | Neutral Anything | Wisdom 12, Charisma 15 |
Priest | ![]() |
Depends on Deity | Depends on Deity | Wisdom of 9. Rest depends on Deity |
Wizard | Mage | Human, Elf, or Half-Elf | Any Alignment | Intelligence of 9 or above |
Wizard | Specialty Mage |
Depends on Specialty | Any Alignment | Intelligence of 9 or above plus whatever the specialty requires for other scores |
Here is what each one means:
The warrior group encompasses the character classes of heroes who make their way in the world primarily by skill at arms. Warriors are allowed to use any weapon. They can wear any type of armor. Warriors get 1 to 10 (1d10) hit points per level and can gain a special Constitution hit point bonus that is available only to warriors. The disadvantage warriors have is that they are restricted in their selection of magical items and spells.
A fighter is a warrior, an expert in weapons, and if they're clever, tactics and strategy. As a master of weapons, the fighter is the only character able to have weapon specialization. Weapon specialization enables the fighter to use a partiular weapon with exceptional skill, improving his chances to hit and cause dadmage with that weapon. A fighter character is not required to specialize in a weapon; the choice is up to a character. No other class is allowed weapon specialization.
While fighters cannot cast magical spells, they can use many magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.
A paladin is a noble and heroic warrior, the symbol of all that is right and true in the world. As such, they have high ideals they must maintain at all times. Paladins are required to be lawful good. If they perform a chaotic act, they must seek a high level (7th level or more) cleric of lawful good alignment, confess his sin, and do penance as prescribed by the cleric. If they ever commit an evil act, they lose their status of paladinhood immediately and irrevocably. All benefits are then lost and no deed or magic can restore them back to paladinhood. They then become a fighter. Their level remainds unchanged though and their experience points are adjusted accordingly. They also do not get to weapon specialize because they did not choose such when creating a character.
The ranger is a hunter and woodsman who lives by not only his sword, but also his wits. The abilities of the ranger make him particularly good at tracking, woodcraft, and spying.
The wizard group encompasses all spellcasters working ini the various fields of magic; both those who specialize in specific schools of magic and those who study a broad range of magical theories. Spending their lives in pursuit of arcane wisdom, wizards have little time for physical endeavors. They tend to be poor fighters with little knowledge of weaponry. However, they command powerful and dangerous energies with a few simple gestures, rare components, and mystical words. Spells are the tools, weapons, and armor of the wizard. He is weak in toe-to-toe fight, but when prepared he can strike down his foes at a distance, vanish in an instant, become a wholly different creature, or even invade the mind of an enemy and take control of his thoughts and actions. Wizards cannot wear any armor, mainly because spells require complicated gestures and odd posturings by the caster and armor restricts just that. Also, the wizard spent his youth, and probably the rest of his life, learning magic and pouring through old books whilst practicing spells.
Mages are the most versatile types of wizards, those who choose not to specialize in any single school of magic. This is an advantage and also disadvantage. On the positive side, the mage's selection of spells en ables him to deal with many different situations. The con is that the mage's ability to learn specialized spells is limited compared to the specialist's.
Spells are divided into nine different schools. The nine schools of magic are: Abjuration, Alteration, Conjuration, Enchantment, Greater Divination, Illusion, Invocation, Necromancy, and Lesser Divination. Each school has an opposition school, which then they cannot learn spells from that school.
This is in the school of Abjuration. The requirements to be a specialist in abjuration is:
This is in the school of Conjuring. The requirements to be a specialist in conjuring is:
This is in the school of Enchanting. The requirements to be a specialist in enchanting is:
This is in the school of Illusion. The requirements to be a specialist in illusion is:
This is in the school of Invocation. The requirements to be a specialist in invoking is:
This is in the school of Necromancy. The requirements to be a specialist in necromancy is:
This is in the school of Alteration. The requirements to be a specialist in transmutating is:
The priest is a believer and advocate of a god. More than just a follower, they intercede and act on the behalf of others, seeking to use their powers to advance the beliefs of their deity. All priests have certain powers: the ability to cas spells, the strength of arm to defend their beliefs, and special, deity-granted powers to aid them in their calling. While priests are not as fierce in combat as warriors, they are trained to user weaponry in the fight for their cause. They can cast spells, primarily to further their deity's aims and protect its adherents. They have a few offensive spells, but they're not all that powerful.
The most common type of priest is a cleric. They may be adherent of any religion. They are generally good, but are not restricted to good; they can have any alignment acceptable to their order. The cleric class is similar to certain religious orders of knighthood in the Middle Ages. Clerics are sturdy soldiers, although their selection of weapons is limited. They can wear any type of armor and use any shield. Standard clerics, being reluctant to shed blood or spread violence, are allowed to use only blunt, bludgeoning weapons. They can use a fair number of magical items including priest schools, most potions and rings, some wands and rods, staves, armor, shields, and magical versions of any weapons allowed by their order. Spells are the main tools of the cleric, however, helping him to serve, fortify, protect, and revitalize those under his care. Thus, it's really good not to piss off the cleric! Clerics are also granted power over the undead. The cleric is charged with defeating these mockeries of life.
Druids have acted as advisors to leaders and have held great influence. They love all things natural: the sun, moon, and certain trees. They believe the earth was the mother and source of all life. So basically hippies. There's really nothing special about a druid except they can only use "natural" armor and weapons.
If you decide to have your character become a priest for a specific deity, expect them to have abilities, spells, and restrictions different from the general cleric. They have to please their deity and can also get a Blessed bonus if they pray to them.
Rogues are jerks. Plain and simple. They feel like the world, and everyone in it, somehow owees them a living. They get by day by day, living in the highest style they can afford and doing as little work as possinle. The less they have to toil and struggle like everyone else (while maintaining a comfortable standard of living), the better off they think they are. Their attitude is not evil or cruel, but it does not give them a good reputation. Many rogues have a questionable path or a shady background they like to keep a secret. Rogues tend to be adept at languages, and thus, have a percentage chance to read strange writing they come across. They are skilled in climbing and clinging to small cracks and outcroppings. They are alert and attentive, hearing things that others would miss. They are also able to pick pockets and detect noise.
Thieves come in all shapes and sizes, living on the land the easiest way possible. Their profession is not entirely dishonorable, but is frowned upon. They steal and can also backstab people (literally) if they are on the bad side.
Bards make their way through life with charm, talent, and wit. A good bard should be glib of tongue, light of heart, and fleet of foot when necessary. Bards travel the lands, and because of that, they become a jack-of-all trades. Bards are proficient singers, chanters, or vocalists and can play a musical instrument of the player's choice. Additional instruments can be learned if the optional proficiency rules are used. The barc can learn two instruments for every proficiency slot spent. Because of their travels as well, they manage to learn a few wizard spells. Although they are not able to specialize, they do dabble a bit.
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