Imagine you’re playing a game where you pretend to be a brave adventurer. 🌟 Here are the super simple rules for a tabletop RPG (role-playing game) called D20. Remember if you are new a Dungeon master will help you:

  1. Make a Character: First, you create your own special character. You can be a strong warrior, a sneaky rogue, or a magical wizard. Think of it like dressing up in a cool costume!
  2. Roll a Big Dice: You need a special 20-sided dice (it’s like a magic number cube). When you want to do something tricky, like climbing a tree or talking to a dragon, you roll the dice. The number you get helps decide if you succeed or not.
  3. Add Your Skills: Imagine your character has skills, like being good at climbing or telling jokes. You add these skills to your dice roll. If you’re really good at something, it’s easier for you!
  4. Talk and Imagine: The game leader (called the Dungeon Master) tells you a story. You listen carefully and imagine being in that world. You can talk to other characters, explore spooky forests, and find hidden treasures!
  5. Magic Spells and Monsters: Sometimes, you can use magic spells (like turning invisible) or fight scary monsters (like grumpy trolls). You roll the dice to see if your magic works or if you defeat the monster.
  6. Have Fun!: The most important rule is to have fun! Pretend, laugh, and make up exciting adventures with your friends. 🌟

Remember, it’s like playing make-believe with rules.

Let’s dive into the nitty-gritty of creating a character for a tabletop RPG using the D20 system. . 🎲📜

  1. Conceptualize Your Hero:
    • Background: Imagine your character’s backstory. Where were they born? What shaped their personality? Were they a farmer, a noble, or a street urchin?
    • Motivation: What drives your character? Are they seeking revenge, searching for lost knowledge, or simply out to explore the world?
    • Alignment: Decide if your character is good, evil, or somewhere in between. This affects their moral compass.
  2. Choose a Race and Class:
    • Race: Elves, dwarves, humans, or something more exotic? Each race has unique abilities and traits.
    • Class: Are you a mighty fighter, a cunning rogue, or a spellcasting wizard? Classes define your character’s abilities and skills.
  3. Attributes and Ability Scores:
    • StrengthDexterityConstitutionIntelligenceWisdom, and Charisma: Roll dice (usually D6) or use a point-buy system to determine these scores. They affect everything from combat to social interactions.
    • Hit Points (HP): Based on your Constitution score. It’s like your character’s health bar.
  4. Skills and Feats:
    • Skills: Allocate skill points based on your class and Intelligence modifier. Skills represent what your character is good at (like sneaking, swimming, or deciphering ancient texts).
    • Feats: These are special abilities that make your character unique. Some feats enhance combat, while others improve skills or grant magical powers.
  5. Equipment and Gear:
    • Weapons and Armor: Choose your weapons (swords, bows, spells) and armor (leather, plate, or magical robes).
    • Adventuring Gear: Pack essentials like rope, torches, and healing potions.
  6. Personality and Appearance:
    • Personality Traits: Describe how your character behaves. Are they brave, shy, or quick-tempered?
    • Physical Description: What do they look like? Tall, short, scarred, or tattooed?
  7. Backstory and Hooks:
    • Backstory: Flesh out your character’s history. Did they have a mentor? A lost love? A secret enemy?
    • Hooks: Create plot hooks for the Dungeon Master (DM). These are personal quests or unresolved mysteries that can drive the story.
  8. Alignment and Alignment Shifts:
    • Alignment: Revisit your character’s alignment. It might change based on their experiences.
    • Role-Playing Alignment: Act out your character’s alignment during the game. A lawful good paladin behaves differently from a chaotic neutral rogue.
  9. Name and Appearance:
    • Name: Choose a memorable name. Bonus points if it fits your character’s race and culture.
    • Appearance: Describe their clothing, hairstyle, and any distinctive features (like a scar or a magical tattoo).
  10. Character Sheet:
    • Use a character sheet (physical or digital) to record all the details. There are many templates available online12.
    • Fill in the blanks with your character’s stats, abilities, and backstory.

Remember, creating a character is like crafting a mini-story. Enjoy the process, and may your hero’s adventures be epic!

Let’s delve into the intricacies of rolling that big, magical dice—the D20—as seasoned adventurers do. 🎲✨

  1. The D20: Imagine a twenty-sided die, like a tiny, mystical treasure chest. Each face has a number from 1 to 20. When you want to do something daring or tricky in the game, you grab your trusty D20.
  2. Rolling the Dice:
    • Check Difficulty: First, the Dungeon Master (DM) sets the difficulty. If it’s easy (like picking flowers), you need a low number. If it’s hard (like deciphering an ancient spell), you aim high.
    • Add Bonuses: Now, think about your character’s skills. Are they good at this task? Add a bonus based on their expertise. Maybe they’re a nimble rogue or a wise wizard.
    • Roll!: Hold your breath, give the D20 a gentle toss, and watch it spin. The number facing up is your result.
  3. The Magic of Results:
    • Natural 20 (Crit!): If you roll a 20, it’s like finding a dragon’s hoard! You succeed spectacularly. High-fives all around!
    • Modifiers: Add your skill bonus and any other modifiers (from magic items or spells) to the roll. This total determines success or failure.
    • Natural 1 (Oops!): Rolling a 1? Uh-oh! You trip over your shoelaces or accidentally insult the king. It’s a critical fail.
  4. Examples:
    • Climbing a Cliff: You roll a D20, add your Strength bonus, and hope for a high number. If you get a 15, you scramble up like a mountain goat. If it’s a 1, you slide back down, feathers ruffled.
    • Persuading a Dragon: Roll the D20, add your Charisma bonus, and try to convince the dragon not to eat you. A 20? The dragon invites you for tea. A 1? You accidentally call it “Mr. Scales.”
  5. Role-Playing the Outcome:
    • Describe how your character succeeds or fails. Did they leap across the chasm with grace or face-plant into the mud?
    • The DM narrates the world based on your roll. If you rolled high, the sun shines; if low, ominous clouds gather.
  6. Luck and Laughter:
    • Sometimes, luck swings wild! Rolling a 1 when you needed a 20? Laugh it off. It’s all part of the adventure.
    • Remember, the D20 isn’t just a die—it’s a storyteller. It weaves tales of bravery, mishaps, and epic quests.

Now, let’s unravel the thrilling mechanics of critical hits in combat within the Dungeons & Dragons (D&D) universe. As a seasoned adventurer, you’ll appreciate the intricacies of this game-changing event. 🗡️🎲

  1. What Is a Critical Hit?:
    • Imagine you’re in the heat of battle, swinging your sword or casting a spell. Suddenly, fate smiles upon you! When you roll a natural 20 on your attack roll (that’s the highest number on a 20-sided die, also known as a D20), you achieve a critical hit.
    • This means your attack hits regardless of the target’s Armor Class (AC)—even if they’re wearing the toughest armor. It’s like finding a chink in their armor or catching them off guard.
  2. Double the Damage Dice:
    • When you score a critical hit, the magic happens! You get to roll extra dice for your attack’s damage against the target.
    • Here’s how it works:
      • Roll all the attack’s damage dice twice (yes, twice!). If your sword deals 1d8 damage, roll that d8 twice.
      • Add the results together. This represents the raw power of your perfectly executed strike.
      • Don’t forget to include any relevant modifiers (like your Strength bonus or magical enhancements) as you normally would.
    • To keep things swift during the game, you can roll all the damage dice at once. Imagine the adrenaline rush as you tally up those numbers!
  3. Example:
    • Let’s say your fighter lands a critical hit with their trusty longsword. Normally, the sword deals 1d8 damage.
    • For the crit, they now roll 2d8! That’s double the chance to unleash havoc upon their foe.
    • The enemy staggers, armor dented, as the blade bites deep.
  4. Immunity and Resistance:
    • Critical hits guarantee success on an attack, regardless of the target’s AC. However, some creatures might be immune or resistant to certain types of damage.
    • Even if you roll a critical hit, their magical scales or innate toughness might lessen the blow.
  5. Remember the Drama:
    • Picture the scene: swords clash, spells weave, and the battlefield trembles. Critical hits add drama and unpredictability to combat.
    • Whether you’re a rogue sneak-attacking from the shadows or a paladin smiting evil, cherish those moments when the dice favor you.

Let’s explore the sometimes terror inducing world of fumbles and critical failures in tabletop role-playing games, especially within the beloved Dungeons & Dragons (D&D) universe. 🎲🔮

  1. What Is a Critical Failure (Fumble)?:
    • critical failure, also known as a fumble, occurs when a player rolls a natural 1 on a 20-sided die (d20) during an attack roll or ability check.
    • When this happens, it’s like the universe conspires against you. Your sword slips, your spell fizzles, or your arrow veers off course. It’s a spectacularly unsuccessful action that often leads to unintended consequences.
  2. In Combat:
    • Attack Rolls: Imagine you’re swinging your sword at an orc. You roll a 1 on your d20. The result? Guaranteed miss! Your blade clangs harmlessly against the orc’s armor.
    • Other Checks: It’s not just combat. Critical failures can happen during ability checks too. Trying to pick a lock? Roll a 1, and maybe your lockpick breaks or jams.
  3. Fun and Flavor:
    • Critical failures add flavor to the game. They turn mundane moments into memorable mishaps. Picture a rogue trying to disarm a trap, only to accidentally trigger it!
    • These moments create storytelling gold. Your wizard’s spell misfires, turning the enemy into a chicken. Or your bard’s inspiring speech ends up insulting the king.
  4. Homebrew Fumble Tables:
    • While official D&D rules don’t specify dramatic effects for rolling a 1, many Dungeon Masters (DMs) use homebrew fumble tables.
    • These tables provide quirky, unexpected outcomes. Here’s an example for melee weapons:
      • Weapon Break: Your sword snaps in two due to the force of your blow or parrying your opponent’s attack.
      • Goodbye Fair Blade: Your weapon flies out of your hand (d12 feet away) in a random direction. You provoke an opportunity attack if you retrieve it.
      • Wild Swing: Overextending yourself grants your opponent advantage on their next attack.
      • Stuck Weapon: Your weapon gets lodged in your opponent’s shield, armor, or even a tree or wall1.
  5. Remember the Dice:
    • Critical failures remind us that luck and chaos play a role. Even heroes stumble, and sometimes their best-laid plans go hilariously awry.
    • So, next time you roll that d20, embrace the possibility of a fumble—it’s all part of the adventure! 🌟

Now Let’s double back and look at skills As adventurers, we know that adding your skills is like fine-tuning your character’s unique abilities in a tabletop RPG. Let’s delve into the intricacies:

  1. Skill Proficiency:
    • Every character has a set of skills they’re good at. These skills represent their expertise, training, and natural talents.
    • Skills cover a wide range: from sneaking (Stealth) and deciphering ancient runes (History) to charming nobles (Persuasion) and picking locks (Thieves’ Tools).
  2. Assigning Skill Points:
    • When creating your character, allocate skill points based on their background, class, and personal story.
    • Some systems use a point-buy system, while others let you roll dice to determine skill levels.
    • Consider your character’s strengths and weaknesses. A scholarly wizard might excel in Arcana but struggle with Athletics.
  3. Skill Checks:
    • During the game, the Dungeon Master (DM) sets challenges. Maybe you’re trying to climb a slippery cliff or negotiate peace with a dragon.
    • When you attempt something related to a skill, the DM asks for a skill check.
    • Roll a D20 and add your skill modifier (which includes your ability score bonus and proficiency bonus if you’re trained in that skill).
    • If the total meets or exceeds the difficulty (usually represented by a target number), you succeed!
  4. Skill Versatility:
    • Some systems allow you to be versatile. For example, a rogue might be skilled in both Stealth and Acrobatics.
    • Think about your character’s background. Were they a sailor? Maybe they’re good at Athletics (climbing rigging) and Survival (navigating the seas).
  5. Role-Playing Skills:
    • Skills aren’t just numbers; they’re opportunities for role-playing.
    • When you roll a high Persuasion, describe how your bard weaves a captivating tale. On a low roll, maybe they trip over their words.
    • Use skills to deepen your character’s personality. A grizzled ranger with high Nature might share folklore about the forest.
  6. Skill Synergy:
    • Sometimes skills work together. Imagine a rogue using Stealth (to move silently) and Perception (to spot traps).
    • Collaborate with other players. The wizard’s Arcana knowledge complements the rogue’s Investigation skills when deciphering an ancient glyph.
  7. Skill Challenges:
    • Occasionally, the DM sets up skill challenges—a series of skill checks to achieve a goal.
    • Maybe you’re navigating a treacherous maze (Survival, Perception, and Athletics) or solving a complex puzzle (Investigation and History).
  8. Skill Mastery:
    • As you level up, invest in your skills. Gain new proficiencies or improve existing ones.
    • Seek out mentors, ancient tomes, or magical artifacts to enhance your abilities.

Remember, skills define your character beyond combat. They’re the threads that weave your hero’s story

Multiclassing:

  • What Is Multiclassing?: Multiclassing allows you to gain levels in multiple classes. Instead of sticking to one class, you can mix and match abilities from different classes to create a unique character concept.
  • Character Level vs. Class Level:
    • Character Level: The total number of levels across all your classes. For example, if you’re a Fighter 3 / Rogue 2, your character level is 5.
    • Class Level: The number of levels in a specific class. In the same example, your Fighter class level is 3, and your Rogue class level is 2.
  • Prerequisites:
    • To multiclass, you must meet the ability score prerequisites for both your current class and the new one you want to pursue.
    • For instance, if you’re a Barbarian who wants to multiclass into Druid, you need Strength and Wisdom scores of 13 or higher.
  • Experience Points:
    • The XP cost to gain a level is based on your total character level, not your level in a specific class.
    • If you’re a Cleric 6 / Fighter 1, you need enough XP to reach 8th level to take your second Fighter level or seventh Cleric level.
  • Hit Points and Hit Dice:
    • You gain hit points from your new class as described for levels after 1st.
    • Add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If they’re the same die type (e.g., d10), you can pool them together.
    • Keep track of different Hit Dice types separately if your classes grant different ones.

Skill Synergy:

  • What Is Skill Synergy?: It’s when two skills work well together. Having 5 or more ranks in one skill gives you a +2 bonus on skill checks with its synergistic skills.
  • Examples:
    • Bluff: Boosts Diplomacy, Disguise (acting in character), Intimidate, and Sleight of Hand checks.
    • Knowledge (Nature): Enhances Survival checks in above-ground natural environments.
    • Use Magic Device: Helps with Spellcraft checks to decipher scrolls.

Feats Overview:

  • What Are Feats?: Feats are special talents or abilities that give you access to a broader range of expertise than your class would.
  • When Can You Take a Feat?: Whenever you’re given the option to take an ASI (Ability Score Increase), you can choose a feat instead.
  1. Types of Feats:
    • Utility Feats: These provide versatile benefits, such as gaining proficiencies in armor or skills.
    • Offensive Feats: Enhance your combat abilities, granting bonuses to attacks or damage.
    • Defensive Feats: Bolster your survivability, offering protection or resilience.
    • Versatile Feats: These cover a mix of abilities, from spellcasting to skill enhancements.
  2. Skill-Related Feats:
    • Let’s focus on feats that impact skills:
      • Skilled:
        • Gain three additional skill or tool proficiencies.
        • Useful if you need more skills or want to cover gaps in your party’s abilities.
      • Skill Expert:
        • Gain proficiency in one skill or tool.
        • Choose one skill in which you’re already proficient and gain Expertise (double proficiency bonus).
        • Excellent for becoming a master in a specific area.
      • Prodigy:
        • Gain proficiency in one skill, one tool, and one language.
        • Also gain Expertise in one skill or tool you’re already proficient in.
        • Ideal for well-rounded characters who want a bit of everything.
  3. Half-Feats:
    • Some feats increase an ability score by 1 while granting an extra ability.
    • These “half-feats” don’t drastically alter gameplay but provide useful enhancements.

Magic Spells:

  1. The Arcane Arts:
    • Magic spells are the heart of fantasy. They allow us to shape reality, bend elements, and defy the mundane.
    • Wizards, sorcerers, and warlocks wield these arcane forces. Each spell is like a brushstroke on the canvas of existence.
  2. Spellcasting Mechanics:
    • Components: Spells require verbal incantations, somatic gestures (fancy hand movements), and sometimes material components (like a pinch of bat guano or a crystal).
    • Spell Slots: Think of these as magical batteries. Cast a spell, and your slot is spent. Rest to recharge.
    • Spell Levels: Spells come in different levels, from cantrips (simple tricks) to epic high-level spells that reshape reality.
  3. Schools of Magic:
    • Magic isn’t monolithic. It’s a spectrum of schools:
      • Evocation: Fireballs, lightning bolts—pure destruction.
      • Abjuration: Shields, wards—protection against harm.
      • Transmutation: Turning lead into gold or frogs into princes.
      • And more: Divination, illusion, necromancy—the list goes on.
  4. Spellbooks and Grimoires:
    • Wizards pore over ancient tomes, learning spells. Their spellbooks are like treasure chests of arcane knowledge.
    • Sorcerers, on the other hand, channel magic through their bloodline. Their spells flow instinctively.
  5. Casting a Spell:
    • Imagine a wizard raising their staff, chanting words older than empires. The air shivers, and flames erupt.
    • Or a druid whispering to the wind, coaxing vines to ensnare their enemies.

Monsters:

  1. Creatures of Legend:
    • Monsters are the spice of adventure. They lurk in dark forests, ancient ruins, and forgotten dungeons.
    • From dragons to goblins, each monster has a story—a reason for its existence.
  2. Ecology and Behavior:
    • Study your foes. Know their weaknesses. A basilisk’s gaze turns flesh to stone; a vampire fears sunlight.
    • Some monsters are mindless, driven by hunger or instinct. Others—like cunning hags—plot and scheme.
  3. Legendary Beasts:
    • Dragons: Ancient, majestic, hoarding treasure. Their breath can melt steel or freeze rivers.
    • Beholders: Floating orbs with eye stalks, each casting a different spell. Beware their antimagic gaze!
    • Krakens: Sea titans that drag ships to the abyss. Their ink blots out the sun.
  4. Tactics and Combat:
    • Monsters fight dirty. A gelatinous cube engulfs you; a mind flayer devours your thoughts.
    • Some have lairs—caves, nests, or haunted castles. Prepare for traps and ambushes.
  5. Alignment and Motivation:
    • Monsters aren’t just targets. They have agendas. A lich seeks immortality; a werewolf grapples with its curse.
    • Some can be allies or tragic figures. A lonely ghost, bound to a crumbling manor, seeks release.

Magic and monsters define our adventures. Whether you’re deciphering ancient runes or facing a hydra, embrace the wonder and danger.

The Dungeon Master (DM) holds a central and vital role in tabletop role-playing games (TTRPGs) like Dungeons & Dragons (D&D) or Pathfinder. Here are some key reasons why the DM is so important:

  1. Narrative Facilitation: The DM serves as the primary storyteller, guiding players through the narrative of the game world. They describe settings, non-player characters (NPCs), and events, creating a rich tapestry for players to explore and interact with.
  2. Rule Adjudication: While rulebooks provide guidelines, it’s the DM’s responsibility to interpret and apply these rules in a way that maintains balance, fairness, and fun. They have the final say on all rulings, resolving disputes and keeping the game flowing smoothly.
  3. World Building: DMs craft the game world, from sprawling cities to treacherous dungeons, populated by diverse cultures, creatures, and conflicts. They create a sandbox for players to inhabit, ripe with opportunities for adventure and discovery.
  4. Character Roleplaying: NPCs brought to life by the DM add depth and flavor to the game world. Whether they’re allies, adversaries, or bystanders, these characters help immerse players in the narrative and provide opportunities for roleplaying and character development.
  5. Encounter Design: DMs design and orchestrate encounters, including combat, social interactions, puzzles, and exploration challenges. Balancing these encounters ensures they’re engaging and challenging without being overwhelming or trivial.
  6. Player Guidance: DMs help players navigate the game world, providing direction when needed and nudging the story forward when it stalls. They offer hints, clues, and hooks to steer players towards adventure while allowing them the freedom to explore and make choices.
  7. Adaptability: No plan survives contact with the players, and DMs must be prepared to improvise when things don’t go as expected. They adapt to player choices, unpredictable dice rolls, and unforeseen circumstances, keeping the game dynamic and responsive.
  8. Facilitating Fun: Ultimately, the DM’s primary goal is to ensure everyone at the table is having a good time. They gauge the mood of the players, adjust the pacing and tone as needed, and work to create memorable experiences that leave players eager for more.

In essence, the DM is the architect, referee, storyteller, and entertainer all rolled into one. Their creativity, improvisational skills, and dedication are essential for bringing TTRPGs to life and fostering unforgettable adventures for everyone involved. We hope this article helps the new player in getting a good head start on the next adventure