How To Play Dungeons and Dragons
How To Play Dungeons and Dragons
How To Play Dungeons and Dragons
The results of the party's choices and the overall storyline for the game are
determined by the DM according to the rules of the game and the DM's interpretation
of those rules.[26][27] The DM selects and describes the various non-player
characters (NPCs) that the party encounters, the settings in which these
interactions occur, and the outcomes of those encounters based on the players'
choices and actions.[7][22] Encounters often take the form of battles with
"monsters" – a generic term used in D&D to describe potentially hostile beings such
as animals, aberrant beings, or mythical creatures.[26] The game's extensive rules
– which cover diverse subjects such as social interactions,[27] magic use,[28]
combat,[27] and the effect of the environment on PCs[29] – help the DM to make
these decisions. The DM may choose to deviate from the published rules[27] or make
up new ones if they feel it is necessary.[30]
The most recent versions of the game's rules are detailed in three core rulebooks:
The Player's Handbook, the Dungeon Master's Guide and the Monster Manual.[18]
The only items required to play the game are the rulebooks, a character sheet for
each player, and a number of polyhedral dice. Many players also use miniature
figures on a grid map as a visual aid, particularly during combat. Some editions of
the game presume such usage. Many optional accessories are available to enhance the
game, such as expansion rulebooks, pre-designed adventures and various campaign
settings.[18][22]
Game mechanics
Main articles: Dungeons & Dragons gameplay and Character class (Dungeons & Dragons)
D&D uses polyhedral dice to resolve in-game events. These are abbreviated by a 'd'
followed by the number of sides. Shown counter-clockwise from the bottom are: d4,
d6, d8, d10, d12 and d20 dice. A pair of d10 can be used together to represent
percentile dice, or d100.
Before the game begins, each player creates their player character and records the
details (described below) on a character sheet. First, a player determines their
character's ability scores, which consist of Strength, Constitution, Dexterity,
Intelligence, Wisdom, and Charisma. Each edition of the game has offered differing
methods of determining these scores.[31] The player then chooses a race (species)
such as human or elf, a character class (occupation) such as fighter or wizard, an
alignment (a moral and ethical outlook), and other features to round out the
character's abilities and backstory, which have varied in nature through differing
editions.
During the game, players describe their PCs' intended actions, such as punching an
opponent or picking a lock, and converse with the DM, who then describes the result
or response.[32] Trivial actions, such as picking up a letter or opening an
unlocked door, are usually automatically successful. The outcomes of more complex
or risky actions are determined by rolling dice.[33] Different polyhedral dice are
used for different actions, such as a twenty-sided die to see whether a hit was
made in combat, but an eight-sided die to determine how much damage was dealt.[34]
Factors contributing to the outcome include the character's ability scores, skills
and the difficulty of the task.[35] In circumstances where a character does not
have control of an event, such as when a trap or magical effect is triggered or a
spell is cast, a saving throw can be used to determine whether the resulting damage
is reduced or avoided.[36][37] In this case the odds of success are influenced by
the character's class, levels and ability scores.[36][38]
As the game is played, each PC changes over time and generally increases in
capability. Characters gain (or sometimes lose) experience, skills[39] and wealth,
and may even alter their alignment[40] or gain additional character classes.[41]
The key way characters progress is by earning experience points (XP), which happens
when they defeat an enemy or accomplish a difficult task.[42] Acquiring enough XP
allows a PC to advance a level, which grants the character improved class features,
abilities and skills.[43] XP can be lost in some circumstances, such as encounters
with creatures that drain life energy, or by use of certain magical powers that
come with an XP cost.[44]
Hit points (HP) are a measure of a character's vitality and health and are
determined by the class, level and constitution of each character. They can be
temporarily lost when a character sustains wounds in combat or otherwise comes to
harm, and loss of HP is the most common way for a character to die in the game.[45]
Death can also result from the loss of key ability scores[46] or character levels.
[47] When a PC dies, it is often possible for the dead character to be resurrected
through magic, although some penalties may be imposed as a result. If resurrection
is not possible or not desired, the player may instead create a new PC to resume
playing the game.[48]
Alternatively, DMs may develop their own fictional worlds to use as campaign
settings.
Miniature figures
Main article: Miniature figure (gaming)
Dungeons & Dragons miniature figures. The grid mat underneath uses one-inch
squares.
The wargames from which Dungeons & Dragons evolved used miniature figures to
represent combatants. D&D initially continued the use of miniatures in a fashion
similar to its direct precursors. The original D&D set of 1974 required the use of
the Chainmail miniatures game for combat resolution.[57] By the publication of the
1977 game editions, combat was mostly resolved verbally. Thus miniatures were no
longer required for game play, although some players continued to use them as a
visual reference.[58]
In the 1970s, numerous companies began to sell miniature figures specifically for
Dungeons & Dragons and similar games. Licensed miniature manufacturers who produced
official figures include Grenadier Miniatures (1980–1983),[59] Citadel Miniatures
(1984–1986),[60] Ral Partha,[61] and TSR itself.[62] Most of these miniatures used
the 25 mm scale.
Periodically, Dungeons & Dragons has returned to its wargaming roots with
supplementary rules systems for miniatures-based wargaming. Supplements such as
Battlesystem (1985 and 1989) and a new edition of Chainmail (2001)[63] provided
rule systems to handle battles between armies by using miniatures.