Dungeons and Dragons for Dummies

Paperback
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Author: Bill Slavicsek

ISBN-10: 0764584596

ISBN-13: 9780764584596

Category: Dungeons and Dragons - Basics & Reference

Caught in traffic. Trapped in a cubicle. Stuck in a rut.  Tangled up in red tape.\ In the real world, sometimes you feel powerless—but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every...

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Just want to play? Here's where to start! Understand the game, choose a character, and pick up the language of D&D Dreaming of Dungeons & Dragons, but afraid it takes years to master the game? Meet your personal wizard! This book conjures up the basics to get you started — essential rules, pregenerated characters, tips and tricks to improve your play, even a foldout dungeon map and battle grid. Read it today, and play tomorrow! Discover how toCreate a characterChoose skills, spells, weapons, and gearFind a game or start your ownFollow D&D® game etiquetteBecome a Dungeon MasterEnhance your game skills

Foreword. Introduction. Part I: D&D Crash Course. Chapter 1: Preparing for Adventure. Chapter 2: Your First Character. Chapter 3: Starting Out as a Fighter. Chapter 4: Starting Out as a Rogue. Chapter 5: Starting Out as a Sorcerer. Chapter 6: Starting Out as a Cleric. Chapter 7: Playing the Game. Chapter 8: Practice Session. Chapter 9: Finding a D&D Game to Join. Part II: Building a D&D Character. Chapter 10: Defining Your Character. Chapter 11: Choosing a Class. Chapter 12: Figuring Out Your Character’s Ability Scores. Chapter 13: Picking a Race. Chapter 14: Selecting Feats. Chapter 15: Picking Skills. Chapter 16: Choosing Armor, Weapons, and Gear. Chapter 17: Choosing Spells. Chapter 18: Advancing Your Character. Part III: Playing Your Best Game. Chapter 19: Handling Yourself in a Fight. Chapter 20: Making the Most of Magic. Chapter 21: Roleplaying and Working Together. Chapter 22: Character Building for Experts. Part IV: The Art of Dungeon Mastering. Chapter 23: Running the Game. Chapter 24: Building a Dungeon. Chapter 25: Keeping Your Players Happy. Part V: The Part of Tens. Chapter 26: The Ten Best Sorcerer Spells. Chapter 27: The Ten Best Cleric Spells. Chapter 28: The Ten Best Low-Level Monsters. Chapter 29: The Ten Best Mid-Level Monsters. Chapter 30: The Ten Best Dungeon Master Resources. Chapter 31: The Ten Best Player Resources. Chapter 32: The Ten Best D&D Novels. Glossary.Index.