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 How to Play D&D

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Leoinpharoh
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PostSubject: How to Play D&D   Thu Oct 20, 2011 2:47 am

Your “piece” in the DUNGEONS & DRAGONS game is your character. He or she is your representative in the game world. Through your character, you can interact with the game world in any way you want. The only limit is your imagination—and, sometimes, how high you roll on the dice.

Basically, the D&D game consists of a group of player characters taking on an adventure presented by the Dungeon Master. Each adventure is made up of encounters—challenges of some sort that your characters face.

Encounters come in two types.

✦ Combat encounters are battles against nefarious foes. In a combat encounter, characters and monsters take turns attacking until one side or the other is defeated.

✦ Noncombat encounters include deadly traps, difficult puzzles, and other obstacles to overcome.
Sometimes you overcome noncombat encounters by using your character’s skills, sometimes you can defeat them with clever uses of magic, and sometimes you have to puzzle them out with nothing but your wits. Noncombat encounters also include social interactions, such as attempts to persuade, bargain with, or obtain information from a nonplayer character (NPC) controlled by the DM. Whenever you decide that your character wants to talk to a person or monster, it’s a noncombat encounter.

Exploration:
Spoiler:
 

THE CORE MECHANIC
Spoiler:
 

Three Basic Rules:
Spoiler:
 

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PostSubject: Combat    Thu Oct 20, 2011 3:16 am

A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The DUNGEONS & DRAGONS game organizes the chaos of combat into a cycle of rounds and turns.

ROUNDS AND TURNS
✦ Round: In a round, every combatant takes a turn. A round represents about 6 seconds in the game world.

✦ Turn: On your turn, you take actions: a standard action, a move action, a minor action, and any number of free actions, in any order you wish. See “Action Types,” for what you can do with these different actions.

The actions in a combat encounter happen almost simultaneously in the game world, but to make combat manageable, combatants take turns acting—like taking turns in a board game. If your turn comes up before an enemy’s, your actions take place before the enemy’s actions do. The order of turns is determined at the beginning of a combat encounter, when combatants roll initiative.

A combat encounter follows these steps:
Spoiler:
 

Initiative
Before the first round of combat, you roll initiative. Rolling initiative is a Dexterity check and follows the normal rules for ability checks. The DM rolls initiative for your enemies.

Throughout a battle, combatants act in order, from highest initiative result to lowest. The order in which combatants take their turns is called the initiative order. The initiative order remains the same from round to round, although a combatant’s position in the order can change after delaying or readying an action.

ROLLING INITIATIVE
Spoiler:
 

ACTION TYPES

A combat round is made up of actions. Firing an arrow, casting a spell, running across a room, opening a door—each of these activities, along with many others, is considered an action. You use different action types to do different things. For example, most attack powers are standard actions, and moving from one spot on the battlefield to another is normally a move action. (A few powers don’t require an action to use.)

The Main Action Types:

A typical combat round includes actions of four types: standard actions, move actions, minor actions, and free actions.

THE MAIN ACTION TYPES
Spoiler:
 

OPPORTUNITY ACTION

Spoiler:
 

IMMEDIATE ACTION
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PostSubject: Your turn   Thu Oct 20, 2011 8:01 am

The Start of Your Turn:

Before you act, you keep track of certain effects. The start of your turn always takes place, even if you’re unconscious, and it takes no time in the game world.

THE START OF YOUR TURN


✦ Ongoing Damage: If you’re suffering ongoing damage, you take the damage now.

✦ Regeneration: If you have regeneration, you regain hit points now.

✦ Other Effects: Deal with any other effects that occur at the start of your turn.

✦ End Effects: Some effects end automatically at the start of your turn.

✦ No Actions: You can’t take any actions at the start of your turn.

SUBSTITUTING ACTIONS


On your turn, you can take a move action or a minor action instead of a standard action, and you can take a minor action instead of a move action. Because you can substitute actions in this way, the three actions you get on your turn (in addition to any free actions) can vary.
Option A
Standard action
Move action
Minor action

Option B
Standard action
Two minor actions

Option C
Two move actions
Minor action

Option D
Move action
Two minor actions

Option E
Three minor actions

Option F
2 Standard actions (you must trade both your minor and move action for the extra action)
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PostSubject: Re: How to Play D&D   

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How to Play D&D
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