Set 1 - Basic Rules Box Set.pdf

(57859 KB) Pobierz
Preface
This is a game that is fun. It helps you
imagine.
"As you whirl around, your sword ready, the
huge, red, fire-breathing dragon swoops
toward you with a ROAR!"
See? Your imagination woke up already.
Now imagine: This game may be more
fun than any other game you have ever
played!
The DUNGEONS & DRAGONS®
game is a way for us to imagine together
— like watching the same movie, or
reading the same book. But^ow can write
the stories, without putting a word on
paper — just by playing the D&D®
game.
You, along with your friends, will
create a great fantasy story, you will put
it away after each game, and go back to
school or work, but — like a book — the
adventure will wait. It's better than a
book, though; it will keep going as long
as you like.
It is nearly the most popular game
ever made. And you will see why, in just
a bit.
When you bought some other game
or book, did you ever think, "Gee, that's
nice, but it's not quite what I thought it
would be"? Well, your D&D adventures
will be just what you want, because
you're the one making them up!
And it's not hard. It takes a little read-
ing and a little thinking, but most of all,
it's fun.
It's fun when you discover that no-
body loses, and everybody wins!
It's fun when you get good at the
game . . . for example, knowing what to
expect in a kobold cave, and which drag-
ons are on your side.
And you don't have to put in a coin
each time, like many other games. Once
you have these rules, you don't need
anything else.
There's more, of course, if you want it:
exciting adventures to play, miniature fig-
ures of monsters and characters, expert
rules for more experienced players, and
lots more. But you already have every-
thing you need to start: this package, and
your imagination. That will do it.
Ah, yes; it does cost one more thing,
which you also have right now — a bit of
time. It takes a few minutes to learn the
basic rules, and another hour or two to
play a full game. You will probably want
to spend more time, and might even
make it a hobby; millions of people have.
But for now, just sit back and imagine.
"Your character stands atop a grassy hill. . .
the sun glints off your golden hair, rippling in
the warm breeze . . . you absent-mindedly rub
the gem-studded hilt of your magic sword, and
glance over at the dwarf and elf, bickering as
usual about how to load the horses
. . .
the
magic-user has memorized her spells, and says
she's ready to go . . . a dangerous dungeon
entrance gapes at you from the mountain
nearby, and inside, a fearsome dragon awaits.
Time to get moving . . .
Have Fun!
Frank Mentzer
February, 1983
How to use this book
You can learn how to play the DUN-
GEONS & DRAGONS® game by your-
self, simply by reading the next sections
of this booklet. You don't have to memo-
rize everything as you read; the first two
adventures are designed to teach you
while you play. If you are ready to learn,
begin reading at
Start here.
The game is usually played in groups
of 3 or more people. If you want to learn
with others, it's best if one person al-
ready knows how to play, and can teach
the others. If not, you (or one of the
others) may read the first adventure
aloud, while everyone follows along, to
learn the basics of the game. However,
it's better if each person can read the
adventures separately.
When you all know how to play char-
acters, read the sections
"DUNGEONS
& DRAGONS Characters"
and
"Play-
ing with a Group".
One person must
also learn how to be a Dungeon Master
(or DM) — the person who plays the
roles of the Monsters. The other booklet
in this set is the
DUNGEON MASTERS
RULEBOOK,
and explains everything
the DM needs to know.
This set gives all the details for playing a
DUNGEONS & DRAGONS game. With
these rules, your characters can reach
the 3rd level of experience. (These and
other terms are explained later in this
booklet.) Other sets are available, with
more magic items and spells, monsters,
and rules for bigger and better games.
Set #2 is the
D&D® EXPERT Rules,
for character levels 4th through 14th.
The
D&D® COMPANION Rules
is Set
#3, for characters levels 15th through
25th; and the
D&D® MASTERS Set
gives the remaining details for character
levels 26th through 36th.
Everything in these sets fits together
to form a complete system for playing
D&D fantasy role playing games. You
may use all or part of these rules. They
often include several ways of playing
and running the game. You may create
new rules, monsters, and magic, using
these rules as guidelines.
Acknowledgements
The following individuals have made
this work possible through its years of
evolution: Dave Arneson, Brian Blume,
Dave Cook, Anne C. Gray, Ernie Gygax,
E. Gary Gygax, Allen Hammack, Kevin
Hendryx, John Eric Holmes, Harold
Johnson, Tim Kask, Jeff Key, Rob
Kuntz, Alan Lucien, Steve Marsh, Tom
Moldvay, Mike Mornard, Jon Pickens,
Brian Pitzer, Michael Price, Patrick L.
Price, Paul Reiche, Evan Robinson, Gor-
don Schick, Lawrence Schick, Don
Snow, Edward G. Sollers, Garry Spiegle,
Stephen D. Sullivan, Ralph Wagner, Jim
Ward, Jean Wells, and Bill Wilkerson.
Thanks also to Donald Paterson, for
opening my own door to the D&D
world, and special thanks to Harold
Johnson, who escorted me in.
\t-2/
Revised by Frank Mentzer
Illustrations by Larry Elmore
and Jeff Easley
© 1974, 1977, 1978, 1981, 1983
TSR Hobbies, Inc.
All Rights Reserved
IP Players Manual
Table of Contents
by Gary Gygax and Dave Arneson
2
This game has undergone a startling
metamorphosis from its earliest forms,
written for hobbyists, to the current
revision, usable and understandable by
nearly anyone. The original flavor and
intent has been carefully preserved.
With the greatest admiration, respect,
and thanks, this edition is dedicated to
the president and founder of TSR
Hobbies: E. GARY GYGAX.
Dedication
DUNGEONS & DRAGONS®
and
D&D®
are registered trademarks owned by
TSR Hobbies, Inc.
This book is protected under the
copyright laws of the United States of
America. Any reproduction or other
unauthorized use of the material or
artwork contained herein is prohibited
without the express written consent of
TSR Hobbies, Inc.
Distributed to the book trade in the
United States by Random House, Inc.
and in Canada by Random House of Canada,
Ltd. Distributed to the toy and hobby
trade by regional distributors.
Printed in the U.S.A.
First Printing — May, 1983
TSR Hobbies, Inc.
Learning to play DUNGEONS & DRAGONS® games
Start here
What is "role playing"?
What role will I play?
Your first adventure
Your character
Alignment: How characters and monsters behave
Now where do you go?
The character sheet
Ability scores
Adjustments
Saving throws
Special abilities
Combat chart
Magic items
Normal items
Other notes
Money and treasure
Experience
Dice
This is very important. Be sure to read it carefully.
Solo adventure
Part 1: Town business
Part 2: Battles
More damage
The monsters
Combat checklist
Record keeping
Getting killed
Mapping
Part 3: Into the caves
After the adventure
DUNGEONS & DRAGONS® characters
What comes next?
Character classes
Prime requisites
Saving throws
Character class: human
Cleric
Fighter
Magic-user
Thief
Character class: demi-human
Dwarf
Elf
Halfling
Making up a new character
Players are not characters!
Playing with a group
How to prepare
Character alignment
Adventuring rules
Encounter rules
Additional rules
Missile weapons
Variable weapon damage
Combat maneuvers
Encumbrance
Retainers
The world of D&D gaming
Glossary
3
9
10
11
12
13
14
15
22
23
24
28
37
43
45
46
47
48
52
53
55
56
58
59
60
61
62
63
Learning how to play DUNGEONS & DRAGONS" games
Start here
A
dungeon
is a group of rooms and cor-
ridors in which monsters and treasures
can be found. And
you
will find them, as
you play the role of a character in a fan-
tasy world. There are many kinds of
monsters, but dragons are the biggest
and most dangerous — and have the
most treasure.
You can start playing this game right
now — without learning any rules, and
without anyone else to play with! Just start
reading, and you will discover the basics of
the game in a matter of minutes.
During your first adventure, you will
only need one of the dice in the box.
The others will be used later, for now all
you need is the roundish one with the
numbers 1 to 20 on it. Use the crayon to
fill in the numbers, and rub off extra
wax with a tissue so only the numbers
are colored in.
After you do that, get a pencil and
paper — and you're ready to start!
Read this booklet just like any book.
Don't
skip around! This edition has been
completely revised to introduce the
game to you, step by step. While you are
reading the next sections, you will learn
many things about the game. You do
not
have to memorize everything as you go
along.
By the time you have played the
Solo
Adventure
(pages 13-22), you will know
how to play the basic game. The rest of
this booklet gives other details that you
will need when playing the game with
others.
In group games, one person is the
Dungeon Master, and everyone else is a
player. The Dungeon Master (or DM,
for short) runs the game, while the oth-
ers play the roles of characters. The
other booklet in this set,
DUNGEON
MASTERS RULEBOOK,
gives all the
information needed for running group
games.
board could have all the dungeons,
dragons, monsters, and characters you
will need!
For now, while you are learning, you
will play a role in your imagination.
Later, when you play the game with oth-
ers, you will all be playing different roles
and talking together as if you were the
characters. It will be easy, but first you
need to get ready.
You also need equipment for adventur-
ing. You are carrying a backpack and
other items, very similar to what you
would carry when camping. Some of
these items include food, water, rope, a
lantern, and so forth; for now, just as-
sume you have everything you need to
survive in the wilderness.
With monsters around, you need pro-
tection! You are wearing armor made of
links of chain (called chain mail) and a
helmet. You own a beautiful sword, and
have a dagger tucked into one boot, just
in case. You know how to use all of your
equipment properly.
If you like, you can give your fighter a
name. It doesn't matter whether you are
male or female.
All set? Let's go!
What role will I play?
Imagine: it is another place, another
time. The world is much like ours was,
long ago, with knights and castles and no
science or technology — no electricity,
no modern comforts of any kind.
Imagine: dragons are real. Were-
wolves are real. Monsters of all kinds live
in caves and ancient ruins. And magic
really works!
Imagine: you are a strong hero, a fa-
mous but poor fighter. Day by day you
explore the unknown, looking for mon-
sters and treasure. The more you find, the
more powerful and famous you become.
Your character's basic abilities
In the game, we need some way of de-
scribing your character, the fighter you
will pretend to be. We can say the fighter
is "strong, fairly nimble, not too smart"
— but we need to describe the character
a little better than that.
We call these descriptions
abilities
(Strength, Intelligence, and others). We
measure each one with a number, called
an "Ability Score." The highest score
possible is 18, and the least is 3 (for rea-
sons we'll discuss later).
You are a strong fighter; your
Strength
score is 17, nearly the highest possible!
You are "fairly nimble," which means
that you can move swiftly. The name for
this ability
is Dexterity.
As a fighter, you don't
need a high Dexterity score. Your Dexterity
is 11 (which is a little above average).
A fighter often isn't very smart. Your
character isn't as smart as you are, but isn't
stupid, either. Let's say your
Intelligence
is 9
(which is a little below average).
Now make a note of your Ability
Scores. Anywhere in the middle of your
sheet of paper, write:
17 Strength
11 Dexterity
9 Intelligence
What is "role playing"?
This is a role-playing game. That means
that you will be like an actor, imagining
that you are someone else, and pretending
to be that character. You won't need a
stage, though, and you won't need cos-
tumes or scripts. You only need to imag-
ine.
This game doesn't have a board, be-
cause you won't need one. Besides, no
Zgłoś jeśli naruszono regulamin