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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
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