Dungeons & Dragons For Dummies

Front Cover
John Wiley & Sons, Apr 8, 2005 - Games - 430 pages
2 Reviews
Caught in traffic. Trapped in a cubicle. Stuck in a rut.  Tangled up in red tape.

In the real world, sometimes you feel powerless—but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure.

With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through:

  • Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement
  • The races: humans, dwarves, elves, and halflings
  • The types of character actions: attack rolls, skill check, and ability checks
  • The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma
  • Feat requirements and types
  • Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying
  • Picking skills, armor, weapons, and gear
  • Choosing spells if your character is a sorcerer or domains for a cleric
  • Building encounter or combat strategies and using advanced tactics
  • Maximizing your character’s power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items
  • D & D game etiquette
  • Becoming a Dungeon Master

There’s even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.

  

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An excellent book for anyone looking to get into D&D. It lays out everything you need to know and supplies places you can check for anything else. It won't replace the Players Handbook and Dungeon Master's Guide but it will get you going in the right direction.

Contents

About This Book
1
DD Crash Course
7
Preparing for Adventure What Is DD?
9
Your First Character Defining Your Character
21
Starting Out as a Fighter
31
Starting Out as a Rogue
43
Starting Out as a Sorcerer
53
Starting Out as a Cleric
63
Playing Your Best Game
217
Handling Yourself in a Fight Choosing the Right Weapon for the Job
219
Making the Most of Magic Selecting Spells for the Adventure
237
Roleplaying and Working Together Roleplaying with Style
263
Character Building for Experts MinMaxing Your Character
279
The Art of Dungeon Mastering
291
Running the Game
293
Building a Dungeon Creating a DD Adventure
313

Playing the Game Understanding the DD Game
73
Practice Session The Battle Grid and Markers
85
Finding a DD Game to Join A Typical Game Session
95
Building a DD Character
105
Defining Your Character Your Character Sheet
107
Choosing a Class
119
Figuring Out Your Characters Ability Scores
135
Picking a Race
143
Selecting Feats Whats a Feat?
151
Picking Skills All about Skills
169
Choosing Armor Weapons and Gear Going Shopping
183
Choosing Spells Casting Spells as a Sorcerer
195
Advancing Your Character Gaining Experience Points
211
Keeping Your Players Happy Figuring Out Your Players
331
The Part of Tens
341
The Ten Best Sorcerer Spells 10 Mirror Image
343
The Ten Best Cleric Spells 10 Air Walk
347
The Ten Best LowLevel Monsters 10 Stirge CR 12
353
The Ten Best MidLevel Monsters 10 Hydra CR 6 9 Flesh Golem CR 7
359
The Ten Best Dungeon Master Resources Dungeon Masters Guide
363
The Ten Best Player Resources Players Handbook Race Series Books
369
The Ten Best DD Novels Dragonlance Chronicles Dragonlance Legends
373
Glossary
377
Index
391
Copyright

Common terms and phrases

About the author (2005)

Bill Slavicsek has been a game designer since 1986 and leads the creative effort for Wizards of the Coast.

Richard Baker is a game developer and author of five Forgotten Realms novels.

Bibliographic information