Advanced Dungeons & Dragons - Dungeon Masters Guide

Transcription

ADVANCEDDUNGEONS & DRAGONS SPECIAL REFERENCE WORKDUNGEON MASTERS GUIDE A COMPILED VOLUME OF INFORMATION PRIMARILY USED BYADVANCED DUNGEONS & DRAGONS GAME REFEREES, INCLUDING:COMBAT TABLES; MONSTER LISTS AND ENCOUNTERS; TREASUREAND MAGIC TABLES AND DESCRIPTIONS; RANDOM DUNGEONGENERATION; RANDOM WILDERNESS TERRAIN GENERATION;SUGGESTIONS ON GAMEMASTERING; AND MORE.By Gary GygaxIllustrations by David C. Sutherland IIID. A. TrampierDarlene PekulWill McLeanDavid S. La ForceErol OtusCover by David C. Sutherland IIIAll characters in this book are fictitious. Any resemblance to actual persons, living or dead, is purely coincidental. This book is protected under the copyrightlaws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express writtenpermission of Wizards of the Coast LLC. Published by Wizards of the Coast LLC. Hasbro SA, represented by Hasbro Europe, Stockley Park, UB11 1AZ. UK.Dungeons & Dragons, Advanced Dungeons & Dragons, Dungeon Master’s Guide, all other Wizards titles, Wizards of the Coast, and their respective logos aretrademarks of Wizards of the Coast LLC in the USA and other countries. All Wizards of the Coast characters and their distinctive likenesses are property ofWizards of the Coast LLC. PRINTED IN THE USA. 2012 Wizards of the Coast LLC.ISBN: 978-0-7869-6241-9620-A0239000-001-EN1

FOREWORDIs Dungeon Mastering an art or a science? An interesting question!If you consider the pure creative aspect of starting from scratch, the “personal touch” of individual flair that goes intopreparing and running a unique campaign, or the particular style of moderating a game adventure, then Dungeon Masteringmay indeed be thought of as an art.If you consider the aspect of experimentation, the painstaking effort of preparation and attention to detail, and the continuingsearch for new ideas and approaches, then Dungeon Mastering is perhaps more like a science — not always exacting in aliteral sense, but exacting in terms of what is required to do the job well.Esoteric questions aside, one thing is for certain — Dungeon Mastering is, above all, a labor of love. It is demanding, timeconsuming, and certainly not a task to be undertaken lightly (the sheer bulk of the book you hold in your hand will tell youthat!). But, as all DM’s know, the rewards are great — an endless challenge to the imagination and intellect, an enjoyablepastime to fill many hours with fantastic and often unpredictable happenings, and an opportunity to watch a story unfold anda grand idea to grow and flourish. The imagination knows no bounds, and the possibilities of the game of ADVANCEDDUNGEONS & DRAGONS are just as limitless. Who can say what awaits each player, except a cornucopia of fantasyand heroic adventure? So much is waiting, indeed!This book holds much in store for you as a DM — it is your primary tool in constructing your own “world”, or milieu. Itcontains a wealth of material, and combined with the other works of ADVANCED DUNGEONS & DRAGONS (theMONSTER MANUAL and PLAYERS HANDBOOK) gives you all the information you need to play AD&D. But, asalways, one more thing is needed — your imagination. Use the written material as your foundation and inspiration, thenexplore the creative possibilities you have in your own mind to make your game something special.Dungeon Mastering itself is no easy undertaking, to be sure. But Dungeon Mastering well is doubly difficult. There are fewgamemasters around who are so superb in their conduct of play that they could disdain the opportunity to improve themselvesin some way. Fortunately, this work addresses the matter at length, and gives you plenty of suggestions on all aspects ofDungeon Mastering (as well as some of the finer points) in order to help you improve your own efforts. Take heed, andalways endeavor to make the game the best it can be — and all that it can be!Mike CarrTSR Games & Rules Editor16 May 19792

CONTENTSPREFACE .7CREDITS .8INTRODUCTION .9THE GAME .9— APPROACHES TO PLAYING ADVANCED DUNGEONS & DRAGONS.9— DICE .9— USE OF MINIATURE FIGURES .10— AIDS TO PLAYING ADVANCED DUNGEONS & DRAGONS .11CREATING THE PLAYER CHARACTER .11— GENERATION OF ABILITY SCORES .11— NON-PLAYER CHARACTERS .11— THE EFFECT OF WISHES ON CHARACTER ABILITY SCORES .11— CHARACTERISTICS FOR PLAYER CHARACTERS .11— PLAYER CHARACTER NON-PROFESSIONAL SKILLS .12— STARTING LEVEL OF EXPERIENCE FOR PLAYER CHARACTERS .12CHARACTER AGE, AGING, DISEASE, AND DEATH .12— CHARACTER AGE .12— AGING .13— Unnatural Aging .13— DISEASE .13— DEATH .15CHARACTER ABILITIES .15— EXPLANATION OF ABILITIES .15CHARACTER RACES .15— PLAYER CHARACTER RACIAL TENDENCIES.15CHARACTER CLASSES .16— FOLLOWERS FOR UPPER LEVEL PLAYER CHARACTERS .16— The Paladin’s Warhorse .18— SPYING .18— THIEF ABILITIES .19— THIEVES AND ASSASSINS SETTING TRAPS .20— ASSASSINATION EXPERIENCE POINTS .20— ASSASSINS’ USE OF POISON .20— THE MONSTER AS A PLAYER CHARACTER .21— LYCANTHROPY .22ALIGNMENT.23— ALIGNMENT LANGUAGE .24— CHANGING ALIGNMENT .25MONEY .25— PLAYER CHARACTER STARTING MONEY .25— PLAYER CHARACTER EXPENSES .25— VALUE AND REPUTED PROPERTIES OF GEMS AND JEWELRY .25— NOTE REGARDING THE MAGICAL PROPERTIES OF GEMS, HERBS, et al. .27ARMOR, ARMOR CLASS, & WEAPONS .27— TYPES OF ARMOR AND ENCUMBRANCE .27— DEXTERITY ARMOR CLASS BONUS .

MONSTER MANUAL and PLAYERS HANDBOOK) gives you all the information you need to play AD&D. But, as always, one more thing is needed — your imagination. Use the written material as your foundation and inspiration, then explore the creative possibilities you have in your own mind to make your game something special. Dungeon Mastering itself is no easy undertaking, to be sure. But Dungeon .