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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 |