text
stringlengths 0
275
|
|---|
Players, players, and more players - that's what comprises the D&D phenomenon. And phenomenal is what it is,
|
as the audience for this, the granddaddy of all role-playing games, continues to expand.
|
D&D players, happily, come in all shapes and sizes, and even a fair number of women are counted among those
|
who regularly play the game - making DUNGEONS 8 DRAGONS somewhat special in this regard. This widespread
|
appeal cuts across many boundaries of interest and background, which means that D&D players are marked by a
|
wide range of diversity. In fact, one could easily use the analogy that there are as many types of DSD players as
|
there are D8D monsters (after that, draw your own conclusions!). There are unquestionably fast players, slow
|
players, clever players, foolish players, cautious players, reckless players, generous players, greedy players, friendly
|
players, and obnoxious players ... As diverse as this melange of enthusiasts is, they all seem to share one commonality: a real love for DUNGEONS 8
|
DRAGONS and a devotion that few other games can claim. This remarkable loyalty is a great factor in the game's
|
explosion of popularity, and DUNGEONS 8 DRAGONS has become a gaming cult, as avid D&Der's have ceaselessly
|
"spread the gospel", enrolling new players in expanding groups which just seem to grow and grow.
|
If you're reading this, then you're a D&D player - and this book is for you! This is the second release of the
|
ADVANCED DUNGEONS 8 DRAGONS series, and is designed to be a player's book in every respect - giving you all
|
the background you require on the game system, as well as the information you'll need to go adventuring. Although
|
this book does not stand alone in terms of supplying all information needed to undertake a campaign, it will
|
complement the other two parts of the whole (the previously released MONSTER MANUAL and the upcoming
|
DUNGEON MASTERS GUIDE) to provide the entirety of what will be ADVANCED DUNGEONS 8 DRAGONS (along
|
with a greatly expanded version of GODS, DEMI-GODS 8 HEROES which will follow).
|
The sheer bulk of this book may seem considerable (and it is, of course), but there are many things not included.
|
These things (such as the details of the combat tables, for instance) are those parts of the game that rightly fall
|
outside the realm of player reference, and thus are included instead in the more voluminous DUNGEON MASTERS
|
GUIDE. As the author points out, this bit of the "unknown" outside of the players' normal reach will make the game
|
much more interesting and challenging.
|
ADVANCED DUNGEONS & DRAGONS is a game that is demanding for players and Dungeon Masters alike, but the
|
rewards in terms of enjoyment are vast. There is nothing quite like a successful D8D campaign, and its success is
|
based upon the efforts of all participants. The Dungeon Master is pivotal, of course, but the players are just as
|
important, for they are the primary actors and actresses in the fascinating drama which unfolds before them. For that
|
reason, their outlook and their conduct will greatly affect the flavor and tempo of the campaign. Accordingly, they
|
should do their best to further the success of the entire undertaking. This is often no more than a matter of simple
|
etiquette, and following a few simple guidelines will suffice to make the game experience more fun for everyone
|
concerned, to wit:
|
Be an organized player; have the necessary information on your character readily at hand and available to
|
the Dungeon Master.
|
Cooperate with the Dungeon Master and respect his decisions; if you disagree, present your viewpoint with
|
deference to his position as game moderator. Be prepared to accept his decision as final and remember that
|
not everything in the game will always go your way!
|
Cooperate with the other players and respect their right to participate. Encourage new and novice players by
|
making suggestions and allowing them to make decisions on courses of action rather than dictating their
|
responses.
|
If you are unable to participate in an adventure, give the other players and the DM some concrete guidelines
|
if your character is going to be included in the adventuring group; be prepared to accept the consequences,
|
good or bad, in any case.
|
Get in the spirit of the game, and use your persona to play with a special personality all its own. Interact with
|
the other player characters and non-player characters to give the game campaign a unique flavor and
|
"life". Above all, let yourself go, and enjoy!
|
/
|
Enough of the preliminaries - let's get on with the game! Let's see now, where did I stash away all those material
|
components?. . .
|
Mike Carr
|
TSR Games & Rules Editor
|
2 June 1978
|
2
|
CONTENTS
|
THE GAME ...................................................................................... 7
|
CREATING THE PLAYER CHARACTER ................................................................. 8
|
CHARACTER ABILITIES ............................................................................. 9
|
Strength .................................................................................... 9
|
Intelligence ................................................................................. 10
|
Wisdom .................................................................................... 11
|
Dexterity ................................................................................... 11
|
Constitution ................................................................................. 12
|
Charisma ................................................................................... 13
|
CHARACTER RACES ............................................................................... 13
|
Dwarves .................................................................................... 15
|
Elves ....................................................................................... 16
|
Gnomes .................................................................................... 16
|
Half-Elves ................................................................................... 16
|
Halflings ................................................................................... 17
|
Half-Orcs ................................................................................... 17
|
Humans .................................................................................... 17
|
Racialpreferences ............................................................................ 18
|
CHARACTER CLASSES ............................................................................. 18
|
Cleric ...................................................................................... 20
|
Druid ................................................................................... 20
|
Fighter ..................................................................................... 22
|
Paladin ................................................................................. 22
|
Ranger ................................................................................. 24
|
Magic-User .................................................................................. 25
|
Illusionist ............................................................................... 26
|
Thief ....................................................................................... 26
|
Assassin ................................................................................ 28
|
Monk ...................................................................................... 30
|
The Multi-Classed Character ..................................................................... 32
|
The Character with Two Classes .................................................................. 33
|
ALIGNMENT ..................................................................................... 33
|
CHARACTER HIT POINTS ........................................................................... 34
|
ESTABLISHING THE CHARACTERS .................................................................... 34
|
CHARACTER LANGUAGES .......................................................................... 34
|
MONEY ........................................................................................ 35
|
TheMonetarySystem .......................................................................... 35
|
Money Changing, Banks, Loans and Jewelers ....................................................... 35
|
EQUIPPING THE CHARACTER ....................................................................... 35
|
ARMOR ........................................................................................ 36
|
WEAPONS ...................................................................................... 36
|
WeightandDamagebyWeaponType ............................................................. 37
|
HIRELINGS ...................................................................................... 39
|
HENCHMEN ..................................................................................... 39
|
End of preview. Expand
in Data Studio
No dataset card yet
- Downloads last month
- 10