thedungeoneersguide
thedungeoneersguide
A QnA For Beginners to D&D
17 posts
A follower on my mainblog is a total newb in the DnD world. I decided to make a post every day explaining the essentials of DnD that she NEEDS to know. So, my dear Greychan, this blog is for you and for anyone else who has questions or wants to hear my albeit silly opinions about D&D
Don't wanna be here? Send us removal request.
thedungeoneersguide · 12 years ago
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Coming up in a few days, I will be working with my DM to make custom character sheets (specifically for Pathfinder). I will upload them here so people can print them out and use them.
Or you can view them for reference when making your own. ^.^
I may also post up some funny stories and also how not to run a game and piss off your players. *grumbles*
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thedungeoneersguide · 12 years ago
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Campaigns for the Beginner: Evasion? I EVADE THE REAL EXPLANATION NO LONGER
Some spells and effects require Reflex rolls (yes, yes, I know you know, bear with me). If you successfully save, you still get half-damage for many of these spells/effects. With Evasion you actually save and get zero damage, yay! However, if you fail a save, you get ALL the damage, not just half. Improved Evasion is the feat that allows you to only get half-damage if you fail a save. It is NOT the same as Evasion.
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thedungeoneersguide · 12 years ago
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Campaigns for the Beginner: CMB/CMD
 I had a request to explain CMB/CMD.
CMB works like your Base Attack Bonus. However, you use it when you want to grapple or trip your opponent. 
CMD is like a "DC check/AC" for grapple/trip.
  More explanation:
  Say your opponent wants to tackle you and pin you to the ground. They roll d20, add their CMB score, and compare it to your CMD. If your CMD is higher than their CMB roll, then their grapple/trip fails. If your CMD is lower, they successfully grapple you. 
To get out of the grapple, you guessed it, you roll CMB against their CMD.
You do not roll for CMD, ever. ONLY for CMB. Just like you don't roll for AC or DC, only for Att. rolls.
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thedungeoneersguide · 12 years ago
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Wow, it's been awhile. I figured I post up some recent ask I've had in the world of outernet. Mostly concerning Pathfinder, but hey.
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thedungeoneersguide · 12 years ago
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언니!! Okay. Been wondering this-- character death. What happens after you die? Is it like a video game and you're resurrected at a certain point/after so many turns or can a comrade help or are you just dead for the remainder of whenever?
Good question! Character death! Argh, how I hate thee. There are many ways to save a character, HOWEVER, it depends mostly on your DM, and/or the level of your party (group of people you’re adventurring with), and/or how much gold ya gots. I will list out how deaths work in D&D to begin with, and then list how you can be saved.
1) How do die?
a) you drop to a negative amount of hp equal to your Constitution (Con) score. No, not the modifier. The score itself.
Remember those Ability scores I made a few posts back? I had, like, all 16s, right? So, my Con was 16, mod +3. My ranger has to be hit so hard (or so many times) that my hp is -16. Between 0 and -16, you’re unconscious and “bleeding out".
Bleeding out- term meaning you lose a hit point every round until you roll a d20 and stabilize. To stabilize, you must make a DC 15 Fortitude save. (Roll d20, add the number to your Fort save. If it’s more than 15, you stabilize.) You won’t gain any hp, but you won’t lose any either.
Enemies, on the other hand, and NPC (non-player characters) die at 0 hp.
2) I live!!!!11!! Wait, how does that work?
Reincarnation (A spell from a high level druid or cleric (or other caster, not sure, but I know cleric). You will be “reborn", but you’ll lose exp and possibly a level, and the caster must roll a percentile to see what race you are reincarnated as. You’ll be the same person, but in a different body.)
Resurrection (HIGH level spell. You’ll be brought back exactly as you were when you left. Depending on your party and/or DM, you may or may not get to keep yo’ shit. (Like weapons and armor and stuff.))
Hero Point (In Pathfinder, every level you get a Hero Point. Basically, you get to be a Goku and do stupid shit because you’re a hero, but you lose a HeroPoint to do it. You can use them basically for anything, like to re-roll a shitty roll, to bluff a character into believing your character because you need something really really bad, or to, ya know, come back to life. More like, it keeps you from dying in the first place. My DM either comes up with a shitty (or hilarious) narrative to explain why, though sometimes he makes us do it, too.)
You don’t. You re-roll a new character. Say good-bye to the character you painstakingly created and loved and bonded with, maybe made up midnight stories of their amazing escapades and history. I hate this option. This one sucks.
Breath of Life (or a similar spell/magical item) (This is a Druid Spell that works like resurrection, but it gives you some pretty shitty repercussions like with reincarnation. You do get to keep yo’ body, though!)
Pretty sure those are the only ways to come back to life after dying. Mostly it depends on your DM and how they work with you. Sometimes they won’t. Sometimes they will.
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thedungeoneersguide · 12 years ago
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언니! Okay, Chiquita, is the submit button selected?
um, oops. My bad. Also, WHY DIDN’T MY PHONE TELL ME THESE ASKS WERE HERE? Apparently I’ve SEEN these questions, but I really haven’t. Wtf, tumblr.
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thedungeoneersguide · 12 years ago
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Campaigns for the Beginner: How do attack??!!11? (For D&D 3.5)
1) How do I attack? aka WHY IS IT SO FUCKING COMPLICATED TO HIT A BITCH?
  Yeah, not joking with the "aka", bit. It can be really fucking complicated just to throw a punch, or swing a sword. So, I better take it slow. You too. read slowly, take notes, cross yourself and pray a Hail Mary, cuz this shit gets ridiculous.
First of all: you need a base attack bonus. When you choose a class, you'll see a chart. It shows up to... 20? levels, I think, and has all the basic stats of your class. It'll say "Base Attack Bonus", "Fortitude, Reflex, Will", some class features you pick up every level, and a number of spells chart if your class ever picks up spells. Everything else is gravy right now. Our mashed potatoes is that first one. The Base Attack Bonus, also called "BAB", or just "att bonus."
Every class has its own BAB. Fighters normally start with +1, but some classes start at +0, so make sure you check. It also might not increase EVERY level, so keep an eye on it.
Since I'm playing ranger, once again, I will use my ranger (and also the ability scores I rolled last week). For a ranger, the BAB starts at +1 (fuck yeah), and basically goes up by 1 every level (fuck yeeaaah). At level 6, rangers get a second attack, as well (hahaha, motherfuckers).
Because I'm an archer, I'm going to focus on RAB (ranged attack bonus), but if I were using a sword, or a fist, or anything that, let's say, doesn't have range, then it's called melee. We don't normally use MAB, however. Just AB, works. Whatever you prefer.
So:
AB (melee, means getting close and personally and seeing the life leave your opponents eyes, muahahaha)
RAB (ranged, means snipers. We're dicks; never get our hands dirty if we can help it)
AB relies on your Strength modifier. RAB relies on your Dex mod. My ranger's BABs are as follows:
AB: +1 +1> +2
RAB: +1 +3> +4
Now, let's put my ranger in combat. She starts off using her bow and arrows. She picks a target, announces it OUT LOUD, and rolls her att. Using JUST the RAB I have above (just BAB and Dex), I would roll 1d20, then add +4. I rolled 17 (no I really did YEAH NOW YOU ROLLED MORE THAN 10? WHAT ABOUT AT MY GAME, YOU FUCKING DICKTWAT OF A DICEROLLER!) *ahem* sorry.
So, 17 +4 > 21
And that is your attack roll (att). Now, you tell your DM (dungeon master) your roll. Then, the DM looks at the target's character sheet the ranger had aimed for. The DM looks at the target's AC (Armor Class, remember?). If your att is THE SAME OR HIGHER, you make a successful hit. You roll dmg. Dmg (damage) is specified by the equipment you used. Let's say my character used a longbow. (Because longbows are better, shut up, I'm not compensating for my lack of penis.) Longbow do 1d8 damage. That's it. Sadly, you need a composite longbow to add str mod to your damage. Anyway. I rolled a 7 (THIS IS HORSESHIT! WHY ARENT YOU ROLLING THIS WELL WHEN I ACTUALLY PLAY YOU FUCKING COMPUTERIZED PIECE OF-)
The enemy takes 7 dmg. (i'm ridiculously frustrated now)
Now, let's move on to AB: It works the exact same way. Melee weapons, however, allow you to add your str mod to your dmg. So if I had rolled 7 (*steams angrily*), I would add +1 as well and done 8 dmg. However, my att roll would have been 19, not 21. *shrugs*
Moving on.
There are a ton of different ways to increase your att roll.
Feats (easiest way)
Spells (limited to access to magic)
Magical Items (limited to treasure and/or the money you gots. Also, limited to the area you're in. A good DM makes finding good items even in a town at least VAGUELY difficult. The smaller the village, the less likely you'll find anything good, or be able to find someone to make it. Also, you could find a sweet new item and be too low-level, or the wrong class, to be able to use it)
Flanking/Charging (Flanking means two teammates facing each other with an enemy between them. With both teammates fighting the same opponent, the enemy is flanked, and the teammates get +2 to their att; Charging means, well, charging. Also called Bull Rush. It means you can move twice your distance AND still attack the opponent (normally if you run, you cannot attack). HOWEVER, you must move at least 10 feet, and you get a -2 to your AC. You also cannot move away afterwards, not even 5'. Taking the feat "Improved Bull Rush" however, negates the -2, I think? Yeah. Anyway.)
Those are the only ways I can think of off the top of my head to get more BAB, other than just leveling. The LAST THING to talk about when discussing attacks is an attack of opportunity.
2) What is an attack of opportunity, aka What is this fuckery?
An attack of opportunity is an extra attack allowed when the target is taken unawares or is distracted. There are certain situations where this happens.
when in combat, you attempt to move more than 10' away (unless you call "withdraw action")
when you pass within an enemy's reach (say your friend is fighting a troll, and you try to get past the troll, but you're within its 10' reach, it gets to attack you)
when you attempt to cast a spell while within melee reach
when you use a ranged weapon within melee reach (this happened to me this past weekend. Fucking trolls. It moved within 10 feet of me, and I couldn't move far enough away without creating an attack of opportunity anyway, so I just shot the bastard, but it got a hit on me first. It killed me. I would have done 53 dmg, damn it. I was so angry)
drawing a weapon while within melee reach of an enemy (that's why, children, you always have your weapon drawn if you're feeling antsy)
getting up from a prone position while in melee reach
I can't think of anything others. Basically, if you do any of those things, the enemy gets to attack you, even if they've already attacked that round, or if it's not even their turn to att. Which brings us to ONE MORE QUESTION, FUCK, I ALMOST FORGOT.
3) What is an attack round?
An attack rounds begins as soon as you enter combat with an enemy. Everyone, including the enemies, roll Initiative (d20, plus Dex modifier). The numbers are set up highest to lowest. The highest Initiative (Init) goes first. A round is how long it takes for every person on the list to attack/make some sort of action. Each round is six seconds long. No matter how long it takes to get through the list (ten minutes, an hour), IN GAME, that round was ONLY SIX SECONDS. That's important. Some spells are time sensitive. If the spell says its duration is 1 hour/ten minutes/1 minute/etc, it means 1 hour in game time. Not the time on your watch or phone. If it lasts 1 hour, that means the spell lasts-- fuck I have to do math. Shit. Um. Ten rounds = 1 minute. So, yeah, 600 rounds is one hour? yeeaaahh
I fucking hate math. Probably why my character KEEPS FUCKING DYING.
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thedungeoneersguide · 12 years ago
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Campaigns for the Beginner: What is AC? (for D&D 3.5)
1) What is AC?
AC is Armor Class. There are three types of armor: light, medium, and heavy. And then there are shields. Every class (ranger, fighter, monk, etc) Has proficiency in certain armors. For Rangers, we're proficient in light and medium. That means a ranger can only use light or medium armor. If I were to buy heavy armor, or a shield, I would take negatives to attack rolls- pretty sure. I never used an armor my class couldn't, so I'm not QUITE sure what happens. So, make sure you read the Armor/Weapon proficiency before choosing your armor.
Light armors are leather, studded leather, and chainshirt. Medium are scalemail, chainmail, and breastplate.There are more in each category, and there are special, area-specific armors you might be able to get (like wooden armor, or ceramic), but those listed are the basics. My rangers usually start with studded leather until I can shell out the money for some nice, mithral chainmail or breastplate. Mithral makes the type go down. So, say I have a breastplate, it's medium. If I pay out the extra to make it mithral breastplate, it's now light armor. It costs quite a bit, though, so don't think you can get away with that before level 5. Unless you find some really fucking awesome treasure.
Now, lemme break down the stats of your average armor. We'll go with studded leather and breastplate both.
Studded Leather: Armor Bonus +3 Dex Bonus+5 Armor Check Penalty -1 Arcane Spell Failure Chance 15% Speed 30/20 ft. Weight 20 lbs
Armor Bonus: On your character sheet it should have an AC place. It'll have the number 10, plus a few more boxes, usually labeled with Armor/Shield Bonus, Dex modifier, Natural Armor, Misc. The 10 is your AC without any armor on at all.
AC: ____ = 10 + Armor Bonus + Dex + Natural + Size + Misc ...etc...etc..
Using the studded leather and my Dex score from my Abilities post yesterday:
AC: 16 = 10 + 3 + 3
Your armor's dex bonus does not belong in the AC. Your Dex modifier does. Natural armor bonus is a bonus if your character has a natural tough hide, or a spell or magical item that gives them natural armor. None of the starter races (human, elf, half-elf, halfing, dwarf, gnome, or half-orc) have natural armor. Size is a bonus added only for certain races or creatures. Medium creatures do not get an AC size bonus. We'll say my ranger is a human, so she's medium. However, gnomes and halflings are small. They get a +1 AC size bonus. They are "harder to hit", because they are a smaller targets, hence the AC bonus.
Dex Bonus: So, if that +5 doesn't go in the AC, what is it? The armor's Dex Bonus is a limit. You see that Dex mod that I put in the AC? It's only 3, right? Let's say I manage to get my Dex up to... 22. My modifier would be +6. But if I still have this armor, I can only use +5. My AC wouldn't go up. Basically my armor is just heavy enough that I can't dodge very well. +5 is still pretty good though.
Armor Check Penalty: Basically, if you ever need to use a skill that uses Str or Dex modifiers, you have to subtract your penalty. (Remind me to mention this when I talk about skills.)
If you are nonproficient with that armor, you apply the penalty to attack rolls. HAHA, I WAS RIGHT. It doesn't put a negative on your AC, but it does put a negative on your attack rolls. So, just wear armor you're proficient with, okay?
Arcane Spell Failure Chance: This only matters for arcane spell casters, such as wizards and sorcerers. Clerics are divine casters. Rangers and Druids are like... divine/nature casters. Anyway. Basically, if you wear the armor and try to cast a spell, you have to roll the percentile dice. If you roll 15 or below, your spell fails. Poof. No magic. Sucks to be you.
Speed: Medium and heavy armors slow you down. Normally, a characters speed is 30 ft. Dwarfs, gnome, and halflings have a normal speed of 20. The heavier the armor, the slower you move. With studded leather, no change.
Weight: If you DM gives a shit, make sure you make a note about how heavy your armor is. Every race, plus your character's strength, has a "carrying capacity" of a certain amount of lbs. If you carry too much, you get negatives on movement and shit like that. You should get a packhorse or a Bag of Holding as soon as possible. Carrying Capacity and weight shit is annoying to keep track of. I love it when my DM is lazy. When they stop caring if you stocked up on rations at each town, you know you're golden. Math sucks and DM's usually have better things to do, lol.
Now, remember that AC: 16 I have? Scroll up, it's there. That means, if an enemy tries to attack me, that have to roll higher than a 16. If they roll 15 or below, then the attack glances off, and I take 0 dmg. They roll with a d20, which is why an AC 16 is shit after, like, level 3. I will explain attack rolls in my next post. Now, let's look at breastplate and call it a day, shall we?
Breastplate: Armor Bonus +6 Dex Bonus+3 Armor Check Penalty -4 Arcane Spell Failure Chance 25% Speed 20/15 ft. Weight 30 lbs
AC: 19 = 10 + 6 + 3
Dex Bonus: It's +3. So, if I would to make my Dex 16 a Dex 18, and get a modifier of +4, I still could only use +3. It only affects AC. It does not affect anything else that uses your Dex modifier (like attack rolls, or skills).
Armor Check Penalty: Anytime you use a skill with a Str or Dex modifier, you subtract 4.
Spell Failure: You have to roll 26 or more on percentile dice if you cast an arcane spell, or the spell fails.
Speed: If you're a gnome, dwarf, or halfling, you can only move 15 ft a round. Otherwise, you can only move 20 ft.
Any questions? Next up is attacking! Whoot!
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thedungeoneersguide · 12 years ago
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언니! I'm going to read this for a fourth time during the day to make sure I do not have any questions before we continue-- I will probably read over the dice/die portion again from the last post. I'll be able to use a 'cheat sheet, right'? I don't think my friend/DM would be against that, since we're all n00bs. xD;;
What’s a cheat sheet? Do you mean this tumblr? I don’t see why not. None of what I’m telling you is illegal, lol. OH! I was going to give you a website to use, but it’s for Pathfinder, not 3.5. Lemme see if I can find the same thing for 3.5.
Apparently they’re the same thing. Fantastic~
d20srd.org
Go there. It has all the information you need for while you play. It has feats and races and classes and everything! XD
All right, I’m going to work on my next advice post. Sadly, I cannot get on that site. I won’t be able to do a post about race or class without it, so I’ll have to do it at home. I will discuss AC and attack rolls instead. Yay~
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thedungeoneersguide · 12 years ago
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Campaigns for the Beginner: A Dungeons and Dragons QnA Series
There are six Abilities. Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma (Str, Dex, Con, Wis, Int, and Cha). Str is applied to dmg rolls after a successful attack. Dex is used in ranged attack rolls. Con is used to add to hp rolls. Wis is used in some classes for spells, same with Cha and Int. Int gives you more skill points. Cha is used mainly like Wis for different classes.
All these abilities also tie into skills; Climb (str) Stealth (Dex) Perception (wis) Linguistics (Int) Handle Animal (cha). I can't think of a skill that uses Con, though. Pretty sure Heal uses Wis. hrm. *shrug* Every ability has an ability modifier, and you add the mod to your skill rank. (Skills will be another post.) So, we'll leave this here and pick up skills later. 
Now, how do you find out your Ability score? By rolling of course! You have to roll 3d6, add the numbers, and that's a score! DMs sometimes make "house rules" for how to roll your dice so you don't end up with a number too low/lower than 10. Anything under 10 gets a negative modifier, and that basically sucks balls. Here are three house rules that my different DMs have used.
a) Roll 4d6, take out the smallest number.
b) Roll 3d6 7 times, take out the smallest number.
c) Roll 3d6, re-roll any die that lands on 1 or 2.
Or any combination of the three. My first rp group combined a & b.
Now, how do you choose what score goes into what Ability?
This depends VERY much on your class and how you want to rp your character. I will show you how I plan out my typical ranger. Keep in mind, I'm probably not the best ranger-maker ever. I make choices that are probably stupid based on HOW I want to play her and who she is as a person. Most people tend to keep personality out of the mix. I will use rule c.
2 + 4 + 6 > 6 + 4 + 6 = 16
4 + 6 + 2 > 4 + 6 + 3 = 13
5 + 5 + 3 = 13
4 + 6 + 2 > 4 + 6 + 3 = 13
4 + 1 + 6 > 4 + 3 + 6 = 13
5 + 3 + 1> 5 + 3 + 4 = 12
Okay, my phone's dice app is stupid and I hate it. *grumbles* wtf is with 13? Anyway. Now, I have to put a score into each ability. Because I'm playing a ranger, my most IMPORTANT skills are Dex, Con, and Wis. Depending on how I play her, Str could be important, too.
See, rangers have two basic ways that they go. Two-weapon fighting, or archery. I normally go archery (though I had a two-weap ranger named Sikanda who was friggin' bamf). So, going with archery: Dex, Con, Wis, and maybe Int or Str. Cha for my Ranger is useless. She's terse and quiet. She doesn't bluff, she's terrible at diplomacy, and she's neutral towards animals. I see no reason for her to have high Cha. So,I'm probably going to put my 12 there. Dex is my most important because I'm using a bow. To HIT my target, I need a high Dex. So, my 16 will go there. As for the rest- well, I only rolled 13s. This is the easiest time I've ever had divvying up my abil. scores. Wow. So, this is my stat list.
Str-13
Dex- 16
Con- 13
Wis- 13
Int- 13
Cha- 12
I'm going to be using this score list whenever I need to use Abil scores later on. So, don't forget it.
Based on the race you choose, you get extra or negative points to certain abilities, but we'll talk about races later and change the list then. Moving on to modifiers.
Modifiers tie into the number of your ability. Starting at 10, which the mod is +0, at every even number, the modifier goes up by 1. 10 +0, 11 +0, 12 +1, 13 +1, etc. So, let's see what my mods are?
Str-13 +1
Dex- 16 +3
Con- 13 +1
Wis- 13 +1
Int- 13 +1
Cha- 12 +1
Anything lower than 10 gets a negative. So, 9 -1, 8 -1, 7 -2... it looks like it goes to every odd number... I MAY be wrong on going down every odd, usually your DM will work with you so you don't get a negative unless 1) they're dicks, 2) you're veteran players so you get a laugh outta fucking yourself over, or 3) there's a specific reason you actually want a low score (yes, there are reasons for low scores, but I've never had them).
Every odd level, you get a free ability point and you can put it into any score you want. Level 1 is odd, so freebie point at the gate. I have a shit ton of 13s, so I'll choose one of them. Usually, I'd put it in Dex, but it's a solid score right now and those 13s are pissing me off. I'm going to choose.... Con. I'm choosing Con because I can add the modifier to every hp roll and get MORE hp. Hp is a good thing, so I tend to beef Con up as much as I can. This is my new score list.
Str-13 +1
Dex- 16 +3
Con- 13 +1> 14 +2
Wis- 13 +1
Int- 13 +1
Cha- 12 +1
All right! So now you know abilities and modifiers. I was going to do another question, but I can't remember what. Maybe I'll do Races today as well. That's easy enough, but I'll have to research them. That's the end of this lesson, however. Tell me if you have questions!
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thedungeoneersguide · 12 years ago
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언니...! I'm blind. Ignore me. Found it under 'message'. I just assumed private message. Oops. Ha.
You're so funny! I'm glad you found this blog! Yay~
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thedungeoneersguide · 12 years ago
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언니!!!!!!! WHERE IS THE ASK LINK? I just typed in the address bar, because I don't see a button... unless I'm blind.
....
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thedungeoneersguide · 12 years ago
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Every DnD campaign ever: a photo essay
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thedungeoneersguide · 12 years ago
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HI! I'm Kitty! I made up this D&D advice blog for a follower of mine, whom I call Greychan! I will be posting about the basics of D&D (focusing on 3.5 since that in the campaign edition her group will be using) every day, plus answering whatever questions she sends to me as well.
I would to get anecdotes, advice, and questions from my fellow D&Ders on tumblr as well! I'm normally on the fandom (the crazy) side of tumblr, so this is a bit different. I will be keeping my geeky, tabletop gamer side and my fandom shenanigans as separate as possible though.
Say hello to "A QnA for Beginners to D&D!"
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thedungeoneersguide · 12 years ago
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ROBOTS OR DINOSAURS?
Dinosaurs. Dinosaurs are awesome. And make great Druid pets! You know, if your party didn’t stink and tell you that your T-rex was too big to bring with you.
Party poopers.
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thedungeoneersguide · 12 years ago
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Campaigns for the Beginner: A Dungeons and Dragons QnA Series (mainly for Greychan)
First and foremost: DM or GM = Dungeon Master/Game Master. They are your God. Hopefully, they are benevolent lovers of stories and heroes who like to fuck up your day just enough to make it interesting.
Otherwise they’re power-hungry douches that life at your pain and kill your character over and over and over and over *no I’m not bitter, you fucking twat*
1) Dice involved:
d4; d6; d8; d10; percentage; d12; d20
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(Hint: the 0=10, the 10=100)
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thedungeoneersguide · 12 years ago
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I had to color out your Kakao. I would have answered privately, but you’re still being shy. =-= I sent a Kakao request-WELL, HULLO THERE! YOU’RE NOW IN MY PHONE MUAHAHAHAHAHA
Anyway. I’m glad I speak your thoughts. My friend, Scarlet, said the same. *wriggles happily* I am the voice of my people! hahahahaha
It’s true. Sleep is best in 12 hour increments while the sun is up. Otherwise it’s wasting precious computer tiems. Lol
Yeah, it will make sense once you have dice and need to use them. d means die/dice. The number is how many SIDES the die has. So a d12 has 12 sides and has the numbers 1-12. So, say you hit with a warhammer (pretty sure some of those do d12 damage/dmg). You roll the d12 and it lands on 9. You take the 9, plus your Strength modifer (which I will explain stats and abilities next post) and that’s how much damage you inflict on your opponent. So, if your Str is +3, your total dmg is 9+3= 12. Your opponent has, say, 42 hp (health points). They, now, after you hit them for 12, have 30 hp. To kill an NPC (a non-Player character) or an enemy, you only need to get them to zero. So hit them, like, three more times for about the same amount of dmg and they’re down. Weapons and spells do different amounts of dmg, or use DIFFERENT DICE for dmg.
A warhammer may use d12, but a longbow uses d8. My longbow, as a ranger, is composite. It uses 1d8 of dmg PLUS my str modifer. I also made it magical by added fire to it. So it does 1d8+2, plus 1d6 of fire dmg. (I have very low str, sadly). And that’s just basic dmg. I add in more for feats I’ve chosen or if I roll a critical (if I roll 20, then I do even more damage). I’ll explain how to attack in more detail after I explain abilities and stats. X3
I think I will make a DnD blog. Just for fun. XD
Before the game starts, I suggest trying to convince your DM to go to Pathfinder. It’s really just like 3.5 but easier. All the information for it is online, too, just like for 3.5.
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