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this multiverse are an endless variety of worlds. Many 2. The players describe what they want to do. S om e
of them have been published as official settings for the times one player speaks for the whole party, saying,
D&D game. The legends of the Forgotten Realms, Drag- “W e’ll take the east door,” for example. Other times,
onlance, Greyhawk, Dark Sun, Mystara, and Eberron different adventurers do different things: one adventurer
settings are woven together in the fabric of the multi- might search a treasure chest while a second exam ines
verse. Alongside these worlds are hundreds of thousands an esoteric sym bol engraved on a wall and a third keeps
more, created by generations of D&D players for their watch for monsters. The players don’t need to take
own games. And amid all the richness of the multiverse, turns, but the DM listens to every player and decides
you might create a world of your own. how to resolve those actions.
All these worlds share characteristics, but each world Som etim es, resolving a task is easy. If an adventurer
is set apart by its own history and cultures, distinctive wants to walk across a room and open a door, the DM
monsters and races, fantastic geography, ancient dun might just say that the door opens and describe what
geons, and schem ing villains. Som e races have unusual lies beyond. But the door might be locked, the floor
traits in different worlds. The halflings of the Dark Sun might hide a deadly trap, or som e other circum stance
setting, for example, are jungle-dwelling cannibals, might make it challenging for an adventurer to complete
and the elves are desert nomads. Som e worlds feature a task. In those cases, the DM decides what happens,
races unknown in other settings, such as Eberron’s war- often relying on the roll of a die to determine the results
forged, soldiers created and im bued with life to fight in of an action.
the Last War. Som e worlds are dominated by one great 3. The DM narrates the results of the adventurers’
story, like the War of the Lance that plays a central role actions. Describing the results often leads to another
in the Dragonlance setting. But they’re all D&D worlds, decision point, which brings the flow of the game right
and you can use the rules in this book to create a char back to step 1.
acter and play in any one of them. This pattern holds whether the adventurers are cau
Your DM might set the campaign on one of these tiously exploring a ruin, talking to a devious prince, or
worlds or on one that he or she created. Because there locked in mortal combat against a mighty dragon. In
is so much diversity am ong the worlds of D&D, you certain situations, particularly combat, the action is
should check with your DM about any house rules that m ore structured and the players (and DM) do take turns
will affect your play of the game. Ultimately, the Dun choosing and resolving actions. But m ost of the time,
geon Master is the authority on the campaign and its play is fluid and flexible, adapting to the circum stances
setting, even if the setting is a published world. of the adventure.
Often the action of an adventure takes place in the
U s in g T h is B o o k imagination of the players and DM, relying on the DM ’s
verbal descriptions to set the scene. Som e DMs like to
The Player’s Handbook is divided into three parts.
use music, art, or recorded sound effects to help set the
Part 1 is about creating a character, providing the
m ood, and many players and DMs alike adopt different
rules and guidance you need to make the character
voices for the various adventurers, monsters, and other
you’ll play in the game. It includes information on the
characters they play in the game. Som etim es, a DM
various races, classes, backgrounds, equipment, and
might lay out a map and use tokens or miniature figures
other customization options that you can choose from.
to represent each creature involved in a scene to help
Many of the rules in part 1 rely on material in parts 2
the players keep track of where everyone is.
and 3. If you com e across a game concept in part 1 that
you don’t understand, consult the book’s index.
G a m e D i c e
Part 2 details the rules of how to play the game,
beyond the basics described in this introduction. That The game uses polyhedral dice with different numbers
part covers the kinds of die rolls you make to determine of sides. You can find dice like these in game stores and
success or failure at the tasks your character attempts, in many bookstores.
and describes the three broad categories o f activity in In these rules, the different dice are referred to by the
the game: exploration, interaction, and combat. letter d followed by the number of sides: d4, d6, d8, d 10,
Part 3 is all about magic. It covers the nature of magic d 12, and d20. For instance, a d6 is a six-sided die (the
in the worlds of D&D, the rules for spellcasting, and the typical cube that many gam es use).
huge variety o f spells available to magic-using charac Percentile dice, or d 100, work a little differently. You
ters (and monsters) in the game. generate a number between 1 and 100 by rolling two
different ten-sided dice num bered from 0 to 9. One die
How t o Pl a y (designated before you roll) gives the tens digit, and
the other gives the ones digit. If you roll a 7 and a 1, for
The play of the D u n g e o n s & D r a g o n s game unfolds example, the number rolled is 71. Two Os represent 100.
according to this basic pattern. Som e ten-sided dice are numbered in tens (00, 10, 20,
1. The DM describes the environment. The DM and so on), making it easier to distinguish the tens digit
tells the players where their adventurers are and what’s
from the ones digit. In this case, a roll of 70 and 1 is 71,
around them, presenting the basic scope of options that
and 00 and 0 is 100.
present themselves (how many doors lead out of a room,
W hen you need to roll dice, the rules tell you how
what’s on a table, w ho’s in the tavern, and so on).
many dice to roll o f a certain type, as well as what m od
ifiers to add. For example, “3d8 + 5 ” means you roll

