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How To Play Dungeons and Dragons

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Dungeons & Dragons is a role-playing game where players take on the roles of characters in fictional adventures guided by a Dungeon Master. Players work together in parties to complete quests and battles using dice rolls and storytelling.

Characters are created by choosing a race, class, ability scores, alignment and other features. Ability scores like Strength and Dexterity are determined randomly or by method depending on the edition. The character details are then recorded on a character sheet.

The outcomes of actions are determined by rolling dice, with modifiers based on a character's abilities, skills and the difficulty of the task. More complex actions have less certain outcomes than trivial actions.

Dungeons & Dragons is a structured, yet fundamentally open-ended role-playing game.

It is normally played indoors with the participants seated around a tabletop.


Typically, one player takes on the role of Dungeon Master (DM) while the others
each control a single character, representing an individual in a fictional setting.
[21] When working together as a group, the player characters (PCs) are often
described as a "party" of adventurers, with each member often having their own area
of specialty which contributes to the success of the whole.[22][23] During the
course of play, each player directs the actions of their character and their
interactions with other characters in the game.[7] This activity is performed
through the verbal impersonation of the characters by the players, while employing
a variety of social and other useful cognitive skills, such as logic, basic
mathematics and imagination.[24] A game often continues over a series of meetings
to complete a single adventure, and longer into a series of related gaming
adventures, called a "campaign".[7][25][26]

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]

Adventures and campaigns


Main articles: Adventure (Dungeons & Dragons) and Dungeons & Dragons campaign
settings
A typical Dungeons & Dragons game consists of an "adventure", which is roughly
equivalent to a single story.[49] The DM can either design an original adventure,
or follow one of the many pre-made adventures (also known as "modules") that have
been published throughout the history of Dungeons & Dragons. Published adventures
typically include a background story, illustrations, maps and goals for PCs to
achieve. Some include location descriptions and handouts. Although a small
adventure entitled "Temple of the Frog" was included in the Blackmoor rules
supplement in 1975, the first stand-alone D&D module published by TSR was 1978's
Steading of the Hill Giant Chief, written by Gygax.

A linked series of adventures is commonly referred to as a "campaign".[50] The


locations where these adventures occur, such as a city, country, planet or an
entire fictional universe, are referred to as "campaign settings" or "world".[51]
D&D settings are based in various fantasy genres and feature different levels and
types of magic and technology.[52] Popular commercially published campaign settings
for Dungeons & Dragons include Greyhawk, Dragonlance, Forgotten Realms, Mystara,
Spelljammer, Ravenloft, Dark Sun, Planescape, Birthright, and Eberron.

In addition to first-party campaigns and modules, two campaigns based on popular


culture have been created. The first, based on Stranger Things, was released in May
2019.[53][54] A campaign based on the Rick and Morty vs. Dungeons and Dragons comic
book series was later released in November 2019.[55][56]

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.

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