AGE 12 ESSENTIALS KIT

Transcription

AGE 12 ESSENTIALS KITRULEBOOK

RULEBOOKContentsWelcome to জळક ߣজક . 2Chapter 1: Creating a Character . 4Creation Steps. 4Gaining Levels . 7Races . 7Dwarf . 7Elf. 8 @YdÖaf . 9Human . 10Character Classes . 11Bard . 11Cleric . 13Fighter . 16Rogue . 18Wizard . 20Backgrounds. 24Acolyte . 24Criminal . 25Entertainer . 25Sage. 26Soldier . 27Chapter 2: Playing the Game . 28Advantage and Disadvantage .28Saving Throws . 28Ability Checks . 29Contests. 29Skills . 29Working Together .30Strength Checks .30Dexterity Checks .30Constitution Checks . 31Intelligence Checks . 31Wisdom Checks. 31Charisma Checks . 31The Environment. 32Travel . 32Special Types of Movement . 32Falling . 32 Km ץ g[Ylaf . 32Vision and Light . 32Interacting with Objects . 33Social Interaction . 33Resting . 33Combat .34The Order of Combat .34Movement and Position . 35Actions in Combat. 35Making an Attack .36Cover .36Ranged Attacks . 37Melee Attacks. 37Damage and Healing .38Mounted Combat . 39Underwater Combat . 39Casting a Spell . 49Casting in Armor . 49Casting Time . 49Range . 49Components . 49Duration . 50Targets . 50 9j]Yk g []ץ l . 50Saving Throws . 51Attack Rolls . 51Spell Descriptions . 51Appendix A: Sidekicks . 63Appendix B: Conditions . Back coverChapter 3: Equipment .40Armor and Shields .40Weapons . 41Adventuring Gear . 42Mounts and Services . 45Magic Items. 45Chapter 4: Spells .48What Is a Spell? .48Schools of Magic .48Spell Level .48Known and Prepared Spells .48Spell Slots. 49Cantrips . 49Rituals . 49CreditsRICHARD WHITTERSRulebook Designer: Jeremy CrawfordAdventure Designer: Christopher PerkinsAdditional Adventure Design: Richard BakerAdventure Development: Ben PetrisorAdventure Editing: Scott Fitzgerald GrayPlaytest Coordinator: Christopher LindsayArt Directors: Kate Irwin, Shauna NarcisoGraphic Designer: Trish YochumCover Illustrator: Grzegorz RutkowskiIllustrators: Mark Behm, Eric Belisle,Christopher Burdett, Wesley Burt,Conceptopolis, Olga Drebas, Jesper Ejsing,Craig Elliot, Tomás Giorello, Lars Grant-West,Suzanne Helmigh, Brynn Metheney, ClaudioPozas, Craig J Spearing, Zack Stella, RichardWhitters, Shawn WoodCartographers: Jason A. Engle, Mike SchleyOriginal 5th Edition Design: Jeremy Crawford,Mike Mearls, Christopher Perkins, JamesWyatt, Rodney Thompson, Robert J. Schwalb,Peter Lee, Steve Townshend, Bruce R. CordellOriginal 5th Edition Editing: Chris Sims,Michele Carter, Scott Fitzgerald Gray, KimMohanBased on the original D&D game byE. Gary Gygax and Dave ArnesonProducer: Dan TovarProduct Concept: Mark PriceProduction Services: Cynda Callaway, Kevin HH 'DYLG *HUVKPDQ -HŚHUVRQ 'XQODSSenior Director Global Brand Strategy:Nathan StewartDirector Licensing & Publishing: Liz SchuhLicensing Manager: Hilary RossDigital Marketing Manager: Bart CarrollSenior Communications Manager: Greg TitoManager Global Brand Marketing: Anna VoBrand Manager: Shelly MazzanobleAssociate Brand Manager: Pelham GreeneNarrative Designers: Adam Lee, Ari LevitchGame Designer: Kate WelchGraphic Designer: Emi TanjiProject Manager: Bill BenhamEditor: F. Wesley Schneider

Welcome to Dungeons & Dragons ঽஉळ ࣸெ ঽ ߣজঽ ߣଚঽક ଚরळ জळક ߣজક roleplaying game is about storytelling in worlds of swordsand spells. This rulebook gives you the rules for creatingY [ YjY[l]j af l gk] ogjd\k Yf\ al hjgna\]k Ydd l ] jmd]k you need to start adventuring. The other book in this setcontains an adventure for you to play. Everyone who playseYq j]Y\ l ak jmd]Zggc Zml l ] Y\n]flmj] ak bmkl gj l ] ]q]k g l ] mf ]gf EYkl]j E! o g oadd jmf al&Game OverviewAf l ] Ye] ]Y[ hdYq]j [j]Yl]k Y [ YjY[l]j o g is an adventurer and teams up with other adventurershdYq]\ Zq ja]f\k!& Gf] hdYq]j go]n]j lYc]k gf l ] jgd] g l ] E l ] Ye]Ìk d]Y\ klgjql]dd]j Yf\ j] ]j]]& L ] E jmfk Y\n]flmj]k gj l ] [ YjY[l]jk o g fYna Yl] alk hazards and decide which paths to explore. The DM describes the locations and creatures that the adventurers Y[] Yf\ l ] hdYq]jk \][a\] o Yl l ]q oYfl l ]aj [ Yjacters to do. Then the DM determines the results of theY\n]flmj]jkÌ Y[lagfk Yf\ fYjjYl]k o Yl l ]q ]ph]ja]f[]& Because the DM can improvise to react to anything thehdYq]jk Yll]ehl ak afÕfal]dq Ö]paZd] Yf\ ]Y[ Y\venture can be unexpected. @]j]Ìk Yf ]pYehd] g l ] E \]k[jaZaf Y k[]f] oal two players responding:Dungeon Master (DM): The castle stands among thetrees, the crumbling ruins of seven round towers juttingup from it like broken teeth. An archway littered withtwisted shards of rusted metal gapes open at the top ofD VKRUW ŜLJKW RI VWHSV 7ZR RI WKH WRZHUV VSHFNOHG ZLWK dark arrow slits, loom beside the entryway, and a dark hallyawns beyond.Phillip (cleric): Let’s send the rogue up ahead to look inand make sure it’s safe.Amy (rogue): OK, I’ll move to the side and sneak alongthe wall of the tower until I can peer in through theentrance. L ] Ye]Ìk jmd]k an] kljm[lmj] lg qgmj klgja]k a way of determining the consequences of the advenlmj]jkÌ Y[lagf& HdYq]jk jgdd \a[] lg j]kgdn] o ]l ]j l ]aj YllY[ck al gj eakk o ]l ]j l ]q ]k[Yh] jge Y \Yf ]j gj o ]l ]j l ]q hmdd g ץ kge] gl ]j \Yf ]jgmk lYkc& 9fql af ak hgkkaZd] Zml l ] \a[] eYc] kge] gml[ge]k egj] hjgZYZd] l Yf gl ]jk& @]j]Ìk Yf ]pYehd] g \a[] af Y[lagf2DM: All right, Amy, let’s see how sneaky you are. Make aDexterity check.Amy: With my Stealth skill, right?DM: You bet.Amy (rolling a d20): I’m pretty sneaky—that’s a 17.DM: OK, there’s no sign that anyone notices you. Andyou’re looking inside?2Welcome to Dungeons & DragonsThe game ends only when your group decides it does;o ]f gf] klgjq gj im]kl ojYhk mh Yfgl ]j gf] [Yf Z] af [j]Ylaf Yf gf gaf klgjq [Ydd]\ Y campaign. Manypeople who play the game keep their campaigns going foregfl k gj q]Yjk e]]laf oal l ]aj ja]f\k Y ]o lae]k Y egfl lg ha[c mh l ] klgjq o ]j] l ]q d] l g &ץ L ] Y\venturers grow in might as the campaign continues. Eachegfkl]j \] ]Yl]\ ]Y[ Y\n]flmj] [gehd]l]\ Yf\ ]Y[ lj]Ykmj] j][gn]j]\ fgl gfdq Y\\k lg l ] [gflafmaf klgjq but also earns the adventurers new capabilities. This in[j]Yk] af hgo]j ak j]Ö][l]\ Zq Yf Y\n]flmj]jÌk d]n]d& L ]j]Ìk fg oaffaf Yf\ dgkaf af l ] Ye]ÈYl d]Ykl fgl l ] oYq l gk] l]jek Yj] mkmYddq mf\]jklgg\& Lg ]l ]j l ] E Yf\ l ] hdYq]jk [j]Yl] Yf ]p[alaf klgjq g bold adventurers who confront deadly perils. SometimesYf Y\n]flmj]j ea l [ge] lg Y jakdq ]f\ lgjf YhYjl Zq ferocious monsters or done in by a nefarious villain. Evenkg l ] gl ]j Y\n]flmj]jk [Yf k]Yj[ gj hgo]j md eY a[ lg j]nan] l ]aj Ydd]f [gejY\] gj l ] hdYq]j ea l [ ggk] lg create a new character to carry on. The group might fail to[gehd]l] Yf Y\n]flmj] km[[]kk mddq Zml a ]n]jqgf] Y\ Y gg\ lae] Yf\ [j]Yl]\ Y e]egjYZd] klgjq l ]q Ydd oaf&How to PlayThe play of the জळક ߣজક game unfolds according to this basic pattern.1. The DM describes the environment. The DMl]ddk l ] hdYq]jk o ]j] l ]aj Y\n]flmj]jk Yj] Yf\ o YlÌk Yjgmf\ l ]e hj]k]flaf l ] ZYka[ k[gh] g ghlagfk l Yl hj]k]fl l ]ek]dn]k go eYfq \ggjk d]Y\ gml g Y jgge o YlÌk gf Y lYZd] o gÌk af l ] lYn]jf Yf\ kg gf!&2. The players describe what they want to do. Somelae]k gf] hdYq]j kh]Yck gj l ] o gd] hYjlq kYqaf ÉO]Ìdd lYc] l ] ]Ykl \ggj Ê gj ]pYehd]& Gl ]j lae]k \a ]ץ j]fl Y\n]flmj]jk \g \a ]ץ j]fl l af k2 gf] Y\n]flmj]j might search a treasure chest while a second examinesan esoteric symbol engraved on a wall and a third keepsoYl[ gj egfkl]jk& L ] hdYq]jk \gfÌl f]]\ lg lYc] lmjfk but the DM listens to every player and decides how to resolve those actions. Kge]lae]k j]kgdnaf Y lYkc ak ]Ykq& A Yf Y\n]flmj]j oYflk lg oYdc Y[jgkk Y jgge Yf\ gh]f Y \ggj l ] E might just say that the door opens and describe what liesZ]qgf\& :ml l ] \ggj ea l Z] dg[c]\ l ] Öggj ea l a\] Y \]Y\dq ljYh gj kge] gl ]j [aj[meklYf[] ea l make it challenging for an adventurer to complete a task.Af l gk] [Yk]k l ] E \][a\]k o Yl Yhh]fk g l]f relying on the roll of a die to determine the results ofan action.3. The DM narrates the results of the adventurers’actions. Describing the results often leads to another de[akagf hgafl o a[ Zjaf k l ] Ögo g l ] Ye] ja l ZY[c to step 1.This pattern holds whether the adventurers are caulagmkdq ]phdgjaf Y jmaf lYdcaf lg Y \]nagmk hjaf[] gj locked in mortal combat against a dragon. In certain situYlagfk hYjla[mdYjdq [geZYl l ] Y[lagf ak egj] kljm[lmj]\ and the players (and DM) do take turns choosing andj]kgdnaf Y[lagfk& :ml egkl g l ] lae] hdYq ak Öma\ Yf\ Ö]paZd] Y\Yhlaf lg l ] [aj[meklYf[]k g l ] Y\n]flmj]&

fmeZ]jk Yf\ l]ddk hdYq]jk o ]l ]j l ]aj YZadalq [ ][ck YllY[c jgddk Yf\ kYnaf l jgok Yj] km[[]kk md&The target number for an ability check or a savingthrow is called a a [ mdlq ;dYkk (DC). The target number for an attack roll is called an Armor Class (AC).This simple rule governs the resolution of most tasksaf hdYq& ; Yhl]j * hjgna\]k egj] \]lYad]\ jmd]k gj using the d20 in the game.Other Rules to RememberThe DM Adjudicates the RulesGame DiceL ] Ye] mk]k hgdq ]\jYd \a[] oal \a ]ץ j]fl fmeZ]jk g ka\]k& Af l ]k] jmd]k l ] \a ]ץ j]fl \a[] Yj] j] ]jj]\ lg Zq the letter d gddgo]\ Zq l ] fmeZ]j g ka\]k2 \, \. \0 \)( \)* Yf\ \*(& gj afklYf[] Y \. ak Y kap%ka\]\ \a] (the typical cube that many games use). H]j[]flad] \a[] gj \)(( ogjc Y dalld] \a ]ץ j]fldq& Qgm generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (desa fYl]\ Z] gj] qgm jgdd! an]k l ] l]fk \a al Yf\ l ] gl ]j an]k l ] gf]k \a al& A qgm jgdd Y / Yf\ Y ) gj ]pYehd] the number rolled is 71. Two 0s represent 100. O ]f qgm f]]\ lg jgdd \a[] l ] jmd]k l]dd qgm go eYfq \a[] lg jgdd g Y []jlYaf lqh] Yk o]dd Yk o Yl eg\aÕ]jk lg Y\\& gj ]pYehd] É \0 # -Ê e]Yfk qgm jgdd l j]] ]a l%ka\]\ \a[] Y\\ l ]e lg ]l ]j Yf\ Y\\ - lg l ] lglYd&RICHARD WHITTERSThe Core RuleO ]f l ] gml[ge] g Yf Y[lagf ak mf[]jlYaf l ] Ye] j]lies on the roll of a d20 to determine success or failure.Every character and monster in the game has capaZadala]k \]Õf]\ Zq kap ability scores. The abilities areKlj]f l ]pl]jalq ;gfklalmlagf Afl]dda ]f[] Oak\ge Yf\ ; YjakeY Yf\ l ]q lqha[Yddq jYf ] jge lg )0 gj most adventurers. (Monsters might have scores as low as) gj Yk a Yk (&! L ]k] YZadalq k[gj]k Yf\ l ] abilityeg\aÕ]jk \]jan]\ jge l ]e Yj] l ] ZYkak gj Ydegkl ]n]jq \*( jgdd l Yl Y hdYq]j eYc]k gf Y [ YjY[l]jÌk gj egfkl]jÌk Z] Yd & 9Zadalq [ ][ck YllY[c jgddk Yf\ kYnaf l jgok Yj] l ] l j]] eYaf caf\k g \*( jgddk gjeaf l ] [gj] g l ] Ye]Ìk jmd]k& 9dd l j]] gddgo l ]k] kaehd] kl]hk&)& Jgdd l ] \a] Yf\ Y\\ Y eg\aÕ]j& Roll a d20 and addl ] j]d]nYfl eg\aÕ]j

Welcome to Dungeons & Dragons 3 What’s Next? This set is a complete D&D experience, enough to provide hours of play. You can even play through the adventure book