What is D&D? Damp;D is the abbreviation of Dungeons and Dragons, that is, Dungeons and Dragons. For more than thirty years, Damp;D has served as the rules that define the game genre and set a unified standard for fantasy role-playing games. D&D is a world full of fantasy experiences. There are legendary heroes, deadly monsters, and complex and changeable settings, giving players an immersive and real experience. Players have created countless heroic characters: either tough and brave warriors, or elusive thieves, or powerful mages... They lead people to continuously explore and adventure, work together to defeat monsters and challenge more powerful enemies, and then in the Gradually grow in strength, honor and achievement. What is D&D version 3.5? "Dungeons and Dragons" was launched in 1974. The original "Dungeons and Dragons" was three booklets packed in a box. In 1978, the first edition of "Advanced Dungeons and Dragons" (AD&D), a larger-format hardcover version, was officially released (including the original Player's Manual, Dungeon Master's Guide, and Monster Manual). The second edition of AD&D was released in 1989. Published in year. In 2000, the word "Advanced" in the game name of "Advanced Dungeons and Dragons" was removed, and the game name was restored to "Dungeons and Dragons" when the original game was born. The third edition of "Dungeons and Dragons" (sometimes called "3E") made major changes in the rules, providing a new life for the rule system. D&D rules character attribute strength (STRENGTH, STR). Strength quantifies the character. of muscles and body strength. This attribute is particularly important for combat classes such as warriors, barbarians, paladins, and rangers. The character's Strength modifier will be used for: · Melee attack hit rolls. ·Damage rolls when using melee or thrown weapons (including slings). (Exception: The non-dominant hand has only half the character's Strength bonus, and two-handed weapons gain a Strength bonus of 1.5 times. The Strength penalty applies to attacks made with non-compound bows.) Climbing, jumping, and Swim check. These skills have Strength as the key attribute. ·Strength check (such as breaking down a door, etc.). DEXTERITY (DEX) Dexterity quantifies hand-eye coordination, dexterity, reflexes, and balance. This attribute is the most important attribute for rogues, but is useful for characters who typically wear light or medium armor (rangers and barbarians), or no armor (wizards and sorcerers), and anyone who wants to be a good archer. Say, agility is also important. The character's Dexterity modifier will be used for: ·Ranged attack hit rolls, including attacks from bows, crossbows, throwing axes, and other ranged weapons. ·Armor Class (AC), which ensures that the character can react to attacks. ·Reflex saving throw, you can rely on rapid movement to avoid fireball and other attacks. ·Balance, Hide, Stealth, Lockpicking, and Tumble checks. These skills have Dexterity as the key attribute. Constitution (CONSTITUTION, CON) Constitution represents the character's health and endurance. The Constitution bonus increases a character's hit points, so it is important to all classes. A character's Constitution modifier is used for: · Each Hit Die rolled (but the Constitution penalty can never bring the result below 1, that is, the character gains at least 1 HP when leveling up). ·Fortitude saving throw against poisons and similar threats. ·Concentration check. Concentration is a very important skill for spellcasters, with constitution as the key attribute. If a person's constitution value changes enough to change his constitution modifier, his hit points will increase or decrease accordingly. Intelligence (INTELLIGENCE, INT) Intelligence determines the character's ability to learn and reason. This attribute is very important to a mage because it determines the number of spells the mage can cast, the difficulty of resisting their spells, and the power of the spells. Also intelligence is important for any character who wants to have a variety of skills.
A character's Intelligence modifier will be used for: ·Skill points gained per level. (But your character can get at least 1 skill point per level.) ·Disarm, repair, search and other checks, these skills use intelligence as the key attribute. Wizards receive bonus spellcasting bonuses for high Intelligence scores, and the minimum required Intelligence score is 10 spell levels. The animal's intelligence value is 1 or 2. Humanoids are at least 3. Perception (WISDOM, WIS) Perception shows the character's willpower, common sense judgment, perception and intuition. Intelligence expresses a character's ability to analyze information, while perception is more expressed in the awareness and understanding of things around them. Wisdom is the most important attribute for clerics, and is also important for paladins and rangers. If you want your character to have keen intuition, give him a high Wisdom attribute. All living things have feelings. The character's Wisdom modifier will be used for: · Will saving throws (used against spells such as charm people) · Healing, listening, detection, etc. checks. These skills have Perception as the key attribute. Priests, paladins, and rangers receive spellcasting bonuses based on high Wisdom scores, and the minimum required Wisdom score is 10 spell levels. Charisma (CHARISMA, CHA) Charisma represents a character's courage, persuasiveness, personal attractiveness, leadership ability and physical attractiveness. This attribute is most important for Paladins, Warlocks, and Bards. It is also important to the cleric, as it affects the cleric's ability to turn the undead away. Every living thing has charm. A character's Charisma modifier applies to: · Deception, Diplomacy, Bidding, Coercion, Perform, and Use Magic Device checks. These skills have Charisma as the key attribute. ·A check to try to influence the actions of others. ·A turning check for priests and paladins to turn away zombies, vampires, and other undead creatures. A sorcerer or bard receives a bonus to spellcasting based on a high Charisma score, and the minimum required Wisdom score is 10 spell levels. D&D Rules Nine Camps All combinations of order and chaos, good and evil can form nine camps. The typical features of each camp are described below. Please note that this is just a general description, and everyone must have individual differences. Additionally, a character's alignment may change over time. Player characters can choose from the first six alignments, ranging from lawful good to chaotic neutral. The last three evil alignments are for monsters or villains. Lawful Good (Crusader) Lawful good characters are expected by everyone. They strictly observe discipline and do not hesitate to stand up to evil. They only tell the truth, keep their promises, help those in need, and speak out against injustice. Lawful good characters hate to see crimes go unpunished. Paladin Alhandra is lawful good. She fights evil without mercy and never hesitates to protect the innocent. The strength of lawful good is that it can combine honor and compassion. Neutral Good (Benefactor) A neutral good character is willing to do what a good person should do to the best of his or her ability. They are willing to help others and work for kings or lords, but they do not feel that they are being controlled. Pastor Johnson is a typical example of neutral kindness. He lends a helping hand to people based on their needs. Most people are accustomed to calling neutral kindness "true kindness". The advantage of being neutral and good is that you don't need to worry about orders when doing good, and you won't be biased. Chaotic Good (Rebel) Chaotic Good characters act according to their inner conscience and do not care about the expectations of others. He did things his own way, but was kind and kind at heart. He believes in kindness and justice, but does not obey laws and rules, and hates others interfering or telling him what to do. He acts according to his own moral standards, and although his intentions are good, he may not be tolerated by society. The archetype of chaotic good is the ranger Sawiris, who attacks the evil duke's tax collectors. The advantage of Chaotic Good is that it can combine kindness and freedom. Lawful Neutral (Judge) Lawful neutral characters act according to law, tradition, or personal creed, and obey orders and organizations. They may have personal beliefs and live by certain standards, or they may be completely subordinate to a powerful, organized government.
The monk Amber is a representative of lawful neutrality, acting according to her own principles and not swayed by people's needs or evil temptations. Most people are accustomed to calling lawful neutrality "true lawfulness." The advantage of choosing lawful neutral is that you don't need to be a fanatic to gain people's trust and respect. Absolute Neutrality (Those who have no position) Absolutely neutral characters always change their direction when the wind blows. They have no particular inclination towards good or evil, law or chaos. They mostly lack faith rather than being faith-neutral. They often believe that good is better than evil, and after all, they would rather live with or be ruled by good people. But they personally have no faith in goodness. The mage Miyali is a representative of neutrality. She is dedicated to her work, but is tired of moral arguments. But there are neutral characters who believe in neutral philosophies. They view good, evil, order, and chaos as dangerous extremes of bias. They advocate a middle-of-the-road approach and believe that neutrality is the best and most balanced proposition if they want to take a long-term view. Most people are accustomed to calling absolute neutrality "true neutrality." The advantage of choosing absolute neutrality is that you can act naturally, without prejudice or oppression. Chaotic Neutral (Free Person) Chaotic Neutral characters act on their own impulses and are completely individualistic. He values ??his own freedom, but is unwilling to stand up to defend the freedom of others. He eschews authority, hates restrictions, and challenges tradition. Chaotic neutrals will not deliberately destroy organizations like protesters or anarchists, because those who do so must be motivated by good (e.g., wanting to liberate others) or evil (e.g., wanting to make others suffer) forces . Davis, the bard who relies on his cleverness to wander the continent, is the representative of chaotic neutrality. Most people are accustomed to calling chaotic neutrality "real chaos". Although a chaotic neutral is unpredictable, his behavior is not irrational, and he is unlikely to jump into a river out of nowhere. The advantage of choosing chaotic neutral is that you can ignore social restrictions or moral persuasion. Lawful Evil (Dominator) A lawful evil person will theoretically follow their own standards and do whatever they can to get what they want, regardless of harm to others. They value tradition, loyalty and discipline, but do not care about the value of freedom and life. They play by the rules without compassion or enthusiasm. They like the hierarchical system because they can rule their subordinates and take orders from their superiors. They do not blame others for their behavior, but they blame their race, creed, hometown, or social status. They are unwilling to break laws or promises, partly out of nature and partly because they rely on discipline to protect them from objections from those with opposing moral stances. Some lawful evil people have certain taboos, such as not killing (but ordering their subordinates to do so) or not hurting children (if they are useful), thinking that this is better than lawless evil. A duke who exploits the people in order to expand his power is a representative of lawful evil. Some lawful evil people (or creatures) view evil as a matter of faith, much like crusaders who believe in good. In addition to harming others to further their own ends, they also take pleasure in spreading evil. They may also serve an evil god or master and see evil deeds as part of their job. Some people call lawful evil (devil worshipers) because devils are typically lawful evil creatures. The scary thing about lawful evil is that it does evil systematically and plannedly, so it often succeeds. Neutral evil (criminal) Neutral evil people can do anything for themselves, everything is for themselves, it's that simple. They never shed a tear for those who died at their hands, whether it was for money, pleasure or just convenience. They do not like discipline and do not adhere to laws, traditions or any noble beliefs. However, they are not as restless or conflict-loving as chaotic evil ones. Criminals who burn, kill and loot in order to get what they want belong to the neutral evil camp. Some neutral evil see evil as an ideal and want to devote themselves to it. Most of these villains are members of evil gods or secret societies. Most people are accustomed to calling neutral evil "real evil". The terrible thing about neutral evil is that it shows complete evil, with no sense of honor or distinction between objects.
Chaotic Evil (Destroyer) Chaotic evil people will do anything motivated by greed, hatred, or lust. He was irritable, malicious, arbitrary, violent, and unpredictable. To get what he wants, he acts impulsively and recklessly, spreading evil and chaos. Fortunately, his plans were mostly haphazard and his groups mostly disorganized. Generally speaking, chaotic evil will cooperate only when forced, and their leaders often face struggle and assassination. Warlocks who carry out crazy plans for revenge or destruction are the representatives of chaotic evil. Chaotic evil is sometimes described as "demonic" because demons are the epitome of chaotic evil beings. The horror of chaotic evil is that it not only destroys beauty and life, but also destroys the order on which beauty and life depend. D&D Rules: Dice Rules Dice can be called the iconic props of the "Dungeons and Dragons" game. There will be many occasions in the game where random numbers need to be generated by rolling dice to determine the future fate of the character. Dice are also divided into many types, including 4-sided dice, 6-sided dice, 8-sided dice, 12-sided dice, and 20-sided dice. There are many opportunities to use 20-sided dice. Let’s take combat as an example to illustrate the use of dice. . In combat, dice are mainly used to determine whether a character's attack hits, and the amount of damage caused if it hits. To check whether the attack hits, simply speaking, the following formula is used: Attack roll (melee) = 1d20 + basic attack bonus + strength adjustment value Enemy's defense level (AC) = 10 + armor bonus + agility adjustment value where "1d20" It means rolling a 20-sided die once. We assume that the character's basic attack bonus is 2 and the strength adjustment value is also 2. Then the character's possible attack roll value is between 5 and 24. As long as this number is not less than the enemy's AC in the end, it will count as a hit. Assuming the enemy's armor bonus is 5 and his Dexterity modifier is 1, his AC is 16. The only thing that determines the result at this time is your luck. As long as you roll a 20-sided die and get a number above 12, so that the attack roll reaches the enemy's AC, you can successfully hit the enemy. Next you roll a die to determine how much damage you do. If you are using a stick, it will usually do 1d6 points of damage (roll a 6-sided die and the amount of damage you roll will be the amount), and if you are swinging For a giant axe, the damage value is 1d12. The quality of weapons is generally determined by the amount of damage they can cause, and giant axes are certainly more powerful than wooden clubs. However, when you go back and forth in the dungeon to search for more powerful weapons, there is also a prerequisite: you must first be good at this type of weapon. First, you must ensure that the attack hits, and secondly, consider the lethality. The core of Damp; , whether the effect is inevitable or random is determined by this set of mathematical rules. The mathematical structure of D&D is based on the random numbers generated by seven (six types) dice. The most important one is the 20-sided die, which is used for most "success rate checks" (mainly combat, D&D is a combat-based role-playing game, and most non-combat parts can be judged through common sense). Whenever a player attempts an action that has a certain probability of failure, a die is rolled (this reflects the uncertainty of the objective world), and the relevant adjustment value is added to the result (this reflects the ascertainable abilities, skills, environment, and Other factors), compared with the target value (that is, the probability of failure caused by difficulty and various unfavorable factors, etc.), if the final result is equal to or greater than the target value, the action is completed successfully; conversely, if the result is less than the target value, the action fail. This is called the "D20 system", which is a rule system with D20 dice as the core. The D20 system includes D12, D10 (two dice each, used for percentage rolls), D8, D6 and D4, a total of seven dice, which can calculate almost all events in the entire D&D world. Features of the D20 system also include a level-based HD (hit points determined by dice)/HP system, linear growth of character abilities, etc.
A person familiar with the D&D system can apply almost everything to the D20 - such as the simple action of "pushing the door into the house": if the door is stuck and requires some effort to succeed, it can be assumed that the person who pushed the door The difficulty is 5. Ordinary people have a high chance of success. In most cases, they can push it open directly. Occasionally, they need to try twice more. If the door is locked, it can be assumed that the difficulty of breaking the door is 20. Ordinary people may try. Many times, even with a run-up, you can kick it open; if it is a stainless steel anti-theft door lock, the door lock is very strong and requires extremely clever techniques to open the lock. Then the difficulty is above 20, and only a professionally trained locksmith can do it. ——This is a typical "D20" process.