Wiley Dungeons And Dragons For Dummies Apr 2005 ISBN 0764584596 pdf

  by Bill Slavicsek and Richard Baker Foreword by Kim Mohan

  Editorial Manager for D

  UNGEONS

  & D

  RAGONS

  Dungeons & Dragons ®

  FOR DUMmIES

  ‰

  by Bill Slavicsek and Richard Baker Foreword by Kim Mohan

  Editorial Manager for D

  UNGEONS

  & D

  RAGONS

  Dungeons & Dragons ®

  FOR DUMmIES

  ‰

  ® ® Dungeons & Dragons For Dummies Published by Wiley Publishing, Inc.

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  About the Authors

  Bill Slavicsek: Bill Slavicsek began playing the D UNGEONS & D RAGONS roleplay- ing game with his friends during his formative teenage years in New York City.

  This was in 1977, the same year that Star Wars and Terry Brooks’s The Sword of Shannara debuted. This trilogy of epic fantasy combined with comic books and horror novels to forever influence Bill’s outlook on life and entertainment. In 1986, Bill’s hobby became his career when he joined the staff of West End Games. There, as an editor and game designer, Bill worked on a number of board games and roleplaying games, including Ghostbusters, Paranoia, Star Wars: The Roleplaying Game, and Torg: Roleplaying the Possibility Wars. Later, Bill went on to use his vast knowledge of the Star Wars films and associated extensions to write two editions of A Guide to the Star Wars Universe for Lucasfilm, Ltd. (published by Del Rey Books). 1n 1993, Bill joined the staff of TSR, Inc., then publishers of the D UNGEONS & D RAGONS game lines, as a game designer and editor. His design credits for the company include the Alternity Science Fiction Game (which he co-designed with Richard Baker), the d20 Modern Roleplaying Game, the d20 Star Wars Roleplaying Game, the Star Wars Miniatures Game, Urban Arcana, Council of Wyrms, and the Eberron Campaign Setting.

  Since 1997, Bill has been the Director of Roleplaying Games Research and Development for Wizards of the Coast, Inc., the company that now publishes all D UNGEONS & D RAGONS novels and game products. He oversaw the creation of the d20 Roleplaying Game System and the newest edition of the D UNGEONS & D RAGONS game. Bill leads a talented staff of game designers, developers, and editors who produce award-winning game products for D UNGEONS & D RAGONS and other d20 System game lines, including roleplaying game supplements and accessories, adventures and campaign books, and prepainted plastic miniatures. He lives with his wife Michele, two cats, and more comics, toys, and books than he knows what to do with — and that’s okay by him.

  Richard Baker: Richard Baker is an award-winning game designer and a best-selling author. He’s worked on the D UNGEONS & D RAGONS game lines since

  1991. Rich traces his D&D experience back to 1979, when he began playing the D UNGEONS & D RAGONS game as a 7th-grader. He spent a significant amount of his high school and college years playing D&D at every opportunity, and after serving as a surface warfare officer in the United States Navy, Rich decided to take a shot at working on the game he grew up playing — and so he joined the staff of TSR, Inc. and became a game designer. Rich’s list of D&D design credits numbers over 50 game products, including the Origins Award-winning Birthright Campaign Setting, the Alternity Science Fiction Roleplaying Game (which he co-designed with Bill Slavicsek), and the

UNGEONS RAGONS

  newest edition of the D & D game. He has also served as cre-

ORGOTTEN EALMS

  ative director for the Alternity and F R game lines. As an author, Rich has published seven fantasy and science fiction novels, including City of Ravens, Forsaken House, and the New York Times bestseller Condemnation.

  Rich is currently employed as a senior game designer at Wizards of the Coast,

  UNGEONS RAGONS Inc. and works every day on new products for the D & D game.

  He married his college sweetheart Kim in 1991; they have two daughters, Alex and Hannah. When he’s not writing (a rare occurrence), Rich likes to hike in the Cascades, play wargames, and root for the Philadelphia Phillies — because somebody has to.

  Dedication

  Bill Slavicsek: To everyone who ever imagined an amazing adventure, I offer this key to D&D. When I first found the game, it helped focus and expand my imagination and creativity. And it was a lot of fun. Today, I still have fun play- ing the game, and my gaming group meets every Thursday evening to brave whatever new challenges I dream up for them. I hope you’ll find the same outlet for imagination and fun as I’ve enjoyed for almost thirty years.

  Richard Baker: To Kim, Alex, and Hannah for being patient with me through nigh-constant work in evenings and on weekends for many months now. I promise that I’m going to take my computer for a drive deep into the woods sometime soon and leave it there so it can’t ever find its way home again.

  Author’s Acknowledgments

  Bill Slavicsek:

UNGEONS RAGONS

  The current edition of the D & D game owes its existence to a lot of talented people. The work that Rich and I have done on this For Dummies book would not have been possible if not for the original effort of a formidable team of creatives and business people. Peter Adkison, for purchasing TSR, Inc., merging its products and staff with Wizards of the Coast, Inc., and providing the vision for what the new edition of the game would be. My creative team on the massive redesign project, which included Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Kim Mohan, Julia Martin, John Rateliff, Ed Stark, Dawn Murin, Todd Lockwood, and Sam Wood. The business team, past and present, who help bring D&D products to market, which includes Ryan Dancey, Keith Strohm, Cindy Rice, Mary Kirchoff, Anthony

  Valterra, Chris Toepker, Liz Schuh, Mary Elizabeth Allen, and Charles Ryan. I have to acknowledge the efforts of my current staff. This amazing collection of designers, developers, and editors work everyday to push the envelope and expand the horizons of our products, and as much as I lead them, they influence the way I think about and approach game design and D&D. Every part of this For Dummies book owes at least a little to the ideas and work of Richard Baker, Michele Carter, Andy Collins, Bruce Cordell, Jesse Decker, Michael Donais, Rob Heinsoo, Gwendolyn F.M. Kestrel, Stacy Longstreet, Michelle Lyons, Kim Mohan, David Noonan, Christopher Perkins, John Rateliff, Stephen Schubert, Matthew Sernett, Ed Stark, Chris Thomasson, Rob Watkins, Jennifer Clarke Wilkes, and James Wyatt.

  Finally, thanks to everyone at Wiley Publishing who worked with us on this book, including Melody Layne, Christopher Morris, and Jean Rogers, and to everyone at Wizards of the Coast, Inc., who help us make great games on a regular basis.

  Richard Baker: Many people of exceptional creativity have worked on the

  D&D game over the years. Without the work of game designers, editors, and artists such as Gary Gygax, Dave Arneson, Jim Ward, Kim Mohan, Zeb Cook, Jeff Grubb, Steve Winter, Bruce Nesmith, Tim Brown, Troy Denning, Roger Moore, Ed Greenwood, Mike Carr, Harold Johnson, Andrea Hayday, Jon Pickens, Lawrence Schick, Skip Williams, Dave Sutherland, Jeff Easley, Larry Elmore, and countless others, D&D would not have grown into the beloved hobby of millions of fans across the world. Countless other authors, artists, develop- ers, and editors have contributed over the years; we’re sorry that we can’t thank them all. A special acknowledgement is in order for Peter Atkinson, Ryan Dancey, and other folks who were instrumental in bringing the D&D game and many of its designers to Wizards of the Coast, Inc. Through their efforts, they reinvented and reinvigorated the game at a difficult and crucial time in its life cycle.

  A special thank you to good friends and colleagues who have shared in the authors’ own D&D games over the years. Rich would like to thank Ed Stark, John Rateliff, David Eckelberry, Shaun and Miranda Horner, David Wise, Thomas Reid, David Noonan, James Wyatt, Warren Wyman, Duane Maxwell, Andy Weedon, Dale Donovan, Bud Stiles, Thomas Chatburn, Tom Herrington, Doug McNichol, Gary Canter, and Clayton Ball. My games have been the better thanks to your participation. Publisher’s Acknowledgments We’re proud of this book; please send us your comments through our online registration form located at www.dummies.com/register/.

  Some of the people who helped bring this book to market include the following: Acquisitions, Editorial, and Media Development Project Editor: Christopher Morris

  Acquisitions Editor: Melody Layne Copy Editor: Jean Rogers Technical Editor: Wizards of the Coast, Inc. Editorial Manager: Kevin Kirschner Media Development Supervisor:

  Richard Graves Editorial Assistant: Amanda Foxworth Cartoons: Rich Tennant (www.the5thwave.com) Composition Services

  Project Coordinator: Adrienne Martinez Layout and Graphics: Joyce Haughey, LeAndra Hosier, Lysney Osborn, Melanee Prendergast, Heather Ryan, Mary Gillot Virgin Proofreaders: Joe Niesen, Tammy Todd

  Indexer: Rebecca R. Plunkett Art Credits: Des Hanley, Hugh Jamieson, Rob Lazzaretti, Todd Lockwood, Steve Prescott. Wayne Reynolds, Arnie Swekel, Steve Tappin, Lars Grant West, Sam Wood

  Publishing and Editorial for Technology Dummies Richard Swadley, Vice President and Executive Group Publisher Andy Cummings, Vice President and Publisher Mary Bednarek, Executive Acquisitions Director Mary C. Corder, Editorial Director Publishing for Consumer Dummies Diane Graves Steele, Vice President and Publisher Joyce Pepple, Acquisitions Director

  Composition Services Gerry Fahey, Vice President of Production Services Debbie Stailey, Director of Composition Services

  Contents at a Glance

Foreword ....................................................................xix

Introduction .................................................................1

  

Part I: D&D Crash Course ..............................................7

Chapter 1: Preparing for Adventure.................................................................................9 Chapter 2: Your First Character......................................................................................21 Chapter 3: Starting Out as a Fighter...............................................................................31 Chapter 4: Starting Out as a Rogue ................................................................................43 Chapter 5: Starting Out as a Sorcerer ............................................................................53 Chapter 6: Starting Out as a Cleric.................................................................................63 Chapter 7: Playing the Game...........................................................................................73 Chapter 8: Practice Session ............................................................................................85 Chapter 9: Finding a D&D Game to Join ........................................................................95 Part II: Building a D&D Character .............................105 Chapter 10: Defining Your Character ...........................................................................107 Chapter 11: Choosing a Class .......................................................................................119 Chapter 12: Figuring Out Your Character’s Ability Scores ........................................135 Chapter 13: Picking a Race ............................................................................................143 Chapter 14: Selecting Feats ...........................................................................................151 Chapter 15: Picking Skills ..............................................................................................169 Chapter 16: Choosing Armor, Weapons, and Gear .....................................................183 Chapter 17: Choosing Spells .........................................................................................195 Chapter 18: Advancing Your Character .......................................................................211 Part III: Playing Your Best Game...............................217 Chapter 19: Handling Yourself in a Fight .....................................................................219 Chapter 20: Making the Most of Magic ........................................................................237 Chapter 21: Roleplaying and Working Together.........................................................263 Chapter 22: Character Building for Experts................................................................279 Part IV: The Art of Dungeon Mastering .......................291 Chapter 23: Running the Game .....................................................................................293 Chapter 24: Building a Dungeon ...................................................................................313 Chapter 25: Keeping Your Players Happy ...................................................................331

  

Part V: The Part of Tens ............................................341

Chapter 26: The Ten Best Sorcerer Spells ...................................................................343 Chapter 27: The Ten Best Cleric Spells........................................................................347 Chapter 28: The Ten Best Low-Level Monsters ..........................................................353 Chapter 29: The Ten Best Mid-Level Monsters...........................................................359 Chapter 30: The Ten Best Dungeon Master Resources .............................................363 Chapter 31: The Ten Best Player Resources ...............................................................369 Chapter 32: The Ten Best D&D Novels ........................................................................373 Glossary...................................................................377

Index .......................................................................391

  Table of Contents

Foreword.....................................................................xix

Introduction ..................................................................1

  About This Book...............................................................................................1 Why You Need This Book................................................................................2 How to Use This Book .....................................................................................2 D&D Terminology .............................................................................................3

  How This Book Is Organized...........................................................................4

  Part I: D&D Crash Course ......................................................................4 Part II: Building a D&D Character.........................................................5 Part III: Playing Your Best Game ...........................................................5 Part IV: The Art of Dungeon Mastering................................................5 Part V: The Part of Tens.........................................................................5 Icons Used in This Book..................................................................................6 Where Do I Go From Here?..............................................................................6

Part I: D&D Crash Course...............................................7

Chapter 1: Preparing for Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 What Is D&D? ....................................................................................................9 Objectives of the D&D Game ........................................................................11 Storytelling ............................................................................................11 Adventure goals....................................................................................12 Character victories ..............................................................................12 Looking at the Components of the Game....................................................12 Players and characters ........................................................................13 The Dungeon Master............................................................................13 The adventure.......................................................................................14 Supplies you need ................................................................................14 One Game Rule to Rule Them All .................................................................17 Joining a D&D Game.......................................................................................19 Chapter 2: Your First Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 Defining Your Character ................................................................................21 Name ......................................................................................................22 Race........................................................................................................22 Class .......................................................................................................23 Level and XP..........................................................................................24 Ability scores ........................................................................................24

  Dungeons & Dragons For Dummies x

  Special abilities .....................................................................................24 Key statistics.........................................................................................25 Feats .......................................................................................................25 Skills .......................................................................................................25 Gear ........................................................................................................26 Spells ......................................................................................................26

  Playing Your Character..................................................................................27 Taking turns ..........................................................................................27 Roleplaying............................................................................................27 Your imagination is the limit...............................................................28

  Choosing Your Character ..............................................................................28

  Chapter 3: Starting Out as a Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31 Who Should Play a Fighter? ..........................................................................32 How to Play a Fighter.....................................................................................32 Selecting a Fighter..........................................................................................33 Regdar, Human Fighter ..................................................................................34 Brenna, Human Fighter..................................................................................36 Tordek, Dwarf Fighter ....................................................................................38 Quarion, Elf Fighter........................................................................................40 Chapter 4: Starting Out as a Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43 Who Should Play a Rogue?............................................................................44 How to Play a Rogue ......................................................................................44 Selecting a Rogue ...........................................................................................45 Kerwyn, Human Rogue ..................................................................................46 Shadow, Human Rogue ..................................................................................48 Lidda, Halfling Rogue.....................................................................................50 Chapter 5: Starting Out as a Sorcerer . . . . . . . . . . . . . . . . . . . . . . . . . . .53 Who Should Play a Sorcerer?........................................................................54 How to Play a Sorcerer ..................................................................................54 Selecting a Sorcerer .......................................................................................55 Wellyn, Human Sorcerer................................................................................56 Eronni, Human Sorcerer ................................................................................58 Valanthe, Elf Sorcerer ....................................................................................60 Chapter 6: Starting Out as a Cleric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63 Who Should Play a Cleric? ............................................................................64 How to Play a Cleric.......................................................................................64 Selecting a Cleric ............................................................................................65 Jorune, Human Cleric ....................................................................................66 Tiann, Human Cleric ......................................................................................68 Eberk, Dwarf Cleric ........................................................................................70

  Table of Contents xi

  Chapter 7: Playing the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73 Understanding the D&D Game .....................................................................73 Rolling Dice .....................................................................................................74 Combat Basics ................................................................................................75 Determining who goes first .................................................................75 Moving in combat.................................................................................76 Attacking with a weapon .....................................................................77 Damage and dying ................................................................................78 Healing a dying character ...................................................................78 What Else Can You Do During Combat? ......................................................79 Casting spells ........................................................................................79 Saving throws........................................................................................80 Switching weapons...............................................................................80 Reloading a crossbow ..........................................................................81 Special Combat Rules ....................................................................................81 Shooting into a fight .............................................................................81 Flanking..................................................................................................81 Exploring the Dungeon ..................................................................................82 What can you do while exploring? .....................................................83 Ability checks .......................................................................................83 Chapter 8: Practice Session . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 The Battle Grid and Markers ........................................................................85 Markers..................................................................................................86 Moving on the battle grid ....................................................................86 Practice: a Sparring Match............................................................................88 Placing characters on the battle grid ................................................88 What to do on a turn ............................................................................89 Example of a Sparring Match ..............................................................89 Player Characters versus Monsters.............................................................90 Placing characters on the battle grid ................................................90 What to do on a turn ............................................................................91 The Dungeon Master............................................................................91 Example of player versus monster combat ......................................92 Adding Story Elements ..................................................................................93 Chapter 9: Finding a D&D Game to Join . . . . . . . . . . . . . . . . . . . . . . . . .95 A Typical Game Session ................................................................................95 Finding Someone to Play With......................................................................96 Joining someone else’s game ..............................................................97 Organizing your own game..................................................................98 Starting Off with a High-Level Character ....................................................99 Regdar, 4th-Level Human Fighter ...............................................................100 Regdar, 8th-Level Human Fighter ...............................................................102

  Dungeons & Dragons For Dummies xii

  Part II: Building a D&D Character..............................105 Chapter 10: Defining Your Character . . . . . . . . . . . . . . . . . . . . . . . . . . .107 Your Character Sheet...................................................................................107 Filling Out the Character Sheet ..................................................................109 Names ..................................................................................................109 Class and level ....................................................................................110 Race......................................................................................................110 Alignment and deity ...........................................................................110 Character description........................................................................111 Ability scores ......................................................................................112 Hit points .............................................................................................112 Armor Class.........................................................................................113 Speed....................................................................................................114 Initiative...............................................................................................114 Saving throws......................................................................................114 Base attack bonus ..............................................................................115 Attacks .................................................................................................115 Skills .....................................................................................................116 Feats .....................................................................................................117 Special abilities ...................................................................................118 Spells ....................................................................................................118 Gear ......................................................................................................118 Making Informed Choices ...........................................................................118 Chapter 11: Choosing a Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119 Class and Level Benefits..............................................................................120 Base attack bonus ..............................................................................120 Base save bonus .................................................................................122 Level benefits ......................................................................................123 Class Descriptions .......................................................................................124 The fighter is the best class ..............................................................124 The rogue is the best class................................................................126 The sorcerer is the best class...........................................................129 The cleric is the best class................................................................131 Other classes ......................................................................................134 Chapter 12: Figuring Out Your Character’s Ability Scores . . . . . . . . .135 How the Ability Scores Work ......................................................................136 Generating Ability Scores............................................................................139 The random method ..........................................................................139 The elite array.....................................................................................141 Assigning Ability Scores by Class ..............................................................141

  Table of Contents xiii

  Chapter 13: Picking a Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143 Humans..........................................................................................................144 Ability adjustments ............................................................................144 Special traits .......................................................................................144 Best class.............................................................................................144 Dwarves.........................................................................................................145 Ability adjustments ............................................................................145 Special traits .......................................................................................145 Best class.............................................................................................146 Elves...............................................................................................................146 Ability adjustments ............................................................................147 Special traits .......................................................................................147 Best class.............................................................................................147 Halflings.........................................................................................................148 Ability adjustments ............................................................................148 Special traits .......................................................................................149 Best class.............................................................................................149 More Races to Choose From.......................................................................149 Chapter 14: Selecting Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .151 What’s a Feat? ...............................................................................................151 The Basics of Acquiring Feats ....................................................................152 Meeting feat requirements ................................................................153 Understanding feat types ..................................................................154 Climbing up feat trees........................................................................155 Making Your Choices Simpler with Feat Ladders ....................................156 Fighter feat ladders ............................................................................157 Rogue feat ladders..............................................................................160 Sorcerer feat ladders..........................................................................162 Cleric feat ladders ..............................................................................164 Chapter 15: Picking Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .169 All about Skills ..............................................................................................169 Using skills ..........................................................................................171 Choosing your character’s skills ......................................................172 Quick Picks: Using Skill Packages ..............................................................176 Fighter skill package ..........................................................................176 Rogue skill package ............................................................................177 Sorcerer skill package ........................................................................179 Cleric skill package.............................................................................181

  Dungeons & Dragons For Dummies xiv

  Chapter 16: Choosing Armor, Weapons, and Gear . . . . . . . . . . . . . . . .183 Going Shopping ............................................................................................183 Choosing the Right Weapon........................................................................185 Fighter weapons .................................................................................187 Rogue weapons...................................................................................187 Cleric weapons ...................................................................................188 Sorcerer weapons...............................................................................188 Choosing Armor ...........................................................................................189 Shield or no shield?............................................................................189 Speed versus protection....................................................................190 Everything Else Your Character Is Carrying .............................................191 Useful gear...........................................................................................192 Write it down and forget it ................................................................192 Improving Weapons and Armor .................................................................193 Better armor........................................................................................193 Masterwork .........................................................................................193 Magical arms and armor....................................................................194 Chapter 17: Choosing Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .195 Casting Spells as a Sorcerer........................................................................195 Learning spells....................................................................................196 Building your sorcerer’s spell selection ..........................................197 Casting Spells as a Cleric.............................................................................202

  2+1 isn’t 3? ...........................................................................................202 Choosing domains..............................................................................203 Preparing cleric spells .......................................................................204 Cleric spell loadouts ..........................................................................205

  Chapter 18: Advancing Your Character . . . . . . . . . . . . . . . . . . . . . . . . .211 Gaining Experience Points ..........................................................................211 Where does XP come from? ..............................................................212 For the Dungeon Master ....................................................................213 Advancing a Level ........................................................................................213 Multiclassing.................................................................................................216 Prestige Classes............................................................................................216 Part III: Playing Your Best Game ...............................217 Chapter 19: Handling Yourself in a Fight . . . . . . . . . . . . . . . . . . . . . . . .219 Choosing the Right Weapon for the Job....................................................219 Killing ’em slowly: Attacking hit points ...........................................220 Swinging for the fences: Save-or-die spells .....................................220 Beating ’em with footwork: Maneuver.............................................221 Winning with a smile: Negotiation....................................................221 Bugging out: Knowing when to retreat ............................................222

  Table of Contents xv

  Putting It All Together: Developing Your Combat Strategy ....................222 Using Advanced Tactics ..............................................................................225

  Flanking................................................................................................225 Beating the initiative order ...............................................................225 Charging and full attacks ...................................................................226 Avoiding attacks of opportunity.......................................................227 Fighting defensively ...........................................................................229

  Maximizing Your Character’s Attacks........................................................230 Setting up attacks of opportunity ....................................................230 Hitting hard: Power Attack 101.........................................................231

  Adapting Your Tactics to Your Foes ..........................................................233 Beating spellcasters ...........................................................................233 Handling numerous foes....................................................................234 Fighting monsters your character can’t hurt .................................234

  Chapter 20: Making the Most of Magic . . . . . . . . . . . . . . . . . . . . . . . . .237 Selecting Spells for the Adventure.............................................................237 Casting Effectively in Combat.....................................................................240 Powering Up with Magic Items ...................................................................241 Types of magic items .........................................................................242 Acquiring magic items .......................................................................244 Defining the magic item baseline .....................................................246 Fighter magic items............................................................................247 Rogue magic items .............................................................................251 Cleric magic items ..............................................................................254 Sorcerer magic items .........................................................................258 Chapter 21: Roleplaying and Working Together . . . . . . . . . . . . . . . . .263 Roleplaying with Style .................................................................................263 Choosing your character’s alignment..............................................264 Building a persona .............................................................................265 Creating mannerisms .........................................................................266 Knowing when to stop .......................................................................267 Working Together.........................................................................................268 Cooperating in a fight ........................................................................269 Buffing: Making your character and the team better.....................270 Saving downed characters ................................................................272 Minding Your Table Manners......................................................................273 Five dos................................................................................................274 Five don’ts ...........................................................................................276 Chapter 22: Character Building for Experts . . . . . . . . . . . . . . . . . . . . .279 Min-Maxing Your Character ........................................................................279 Min-maxing strategies........................................................................281 Exploiting good interactions.............................................................281 Multiclassing: Maxing Out Your Choices...................................................283 Choosing a Prestige Class ...........................................................................287

  Dungeons & Dragons For Dummies xvi