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Dungeons & Dragons is a structured yet open-ended role-playing game. It is normally played indoors with the participants seated around a tabletop. Typically, each player controls only a single character, which represents an individual in a fictional setting.
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It was first published in 1974 by TSR.
The game has been published by now a subsidiary of since 1997.
It was derived fromwith a variation of the 1971 game serving as the initial rule system.
These characters embark upon imaginary adventures within a fantasy setting.
A DM serves as the game's referee and storyteller, while maintaining the setting in which the adventures occur, and playing the role of the inhabitants of the game world.
The characters form a party and they interact with the setting's inhabitants and each other.
Together they solve dilemmas, engage in battles, and gather treasure and knowledge.
In the process, the characters earn XP in order to rise in levels, and become increasingly powerful over a series of separate gaming sessions.
These 3rd edition rules formed the basis of thewhich is available under the OGL for use by other publishers.
The game has been supplemented by many pre-madeas well as commercial suitable for use by regular gaming groups.
The game has won multiple awards and has been translated into many languages.
Among the gaming aids here are dice, a variety of miniatures and a dungeon.
It is normally played indoors with the participants seated around a tabletop.
Typically, each player controls only a single character, which represents an individual in a fictional setting.
When working together as a group, these PCs are often described as a "party" of adventurers, with each member often having their own area of specialty which contributes to the success of the whole.
During the course of play, each player directs the actions of their character and their interactions with other characters in the game.
This activity is performed through the verbal impersonation of the characters by the players, while employing a variety of lord of the ocean slot free online and other useful cognitive skills, such as logic, basic mathematics and imagination.
A game often continues over a series of meetings to complete a singleand longer into a series of related gaming adventures, called a "".
The results of the party's choices and the overall storyline for the game are determined by the DM according to the rules of the game and the DM's interpretation of those rules.
The DM selects and new dungeons and dragons game the various NPCs that the party encounters, the settings in which these interactions occur, and lord of the ocean slot free online outcomes of those encounters based on the players' choices and actions.
The game's extensive rules — which cover diverse subjects such as social interactions,combat, and the effect of the environment on PCs — help the DM to make these decisions.
The DM may choose to deviate from the published rules or make up new ones if they feel it is necessary.
The most recent versions of the game's rules are detailed in three : Thethe and the.
The only items required to play the game are the rulebooks, a for each player, and a number of.
Many players also use miniature figures on a grid map as a visual aid, particularly during combat.
Some editions of the game presume such usage.
Many optional accessories are available to enhance the game, such as expansion rulebooks, pre-designed adventures and various.
These are abbreviated by a 'd' followed by the number of sides.
Shown counter-clockwise from the bottom are: d4, d6, d8, d10, d12 and d20 dice.
A pair of d10 can be used together to represent percentile dice, or d100.
First, a player determines their character'swhich consist of Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma.
Each edition of the game has offered differing methods of determining these statistics.
The player then chooses a species such as human or elf, a occupation such as fighter or wizard, an a moral and ethical outlookand other features to round out the character's abilities and backstory, which have varied in nature through differing editions.
During the game, players describe their PCs' intended actions, such as punching an opponent or picking a lock, and converse with the DM, who then describes the result or response.
Trivial actions, such as picking up a letter or opening mercy gamers no unlocked door, are usually automatically successful.
The outcomes of more complex or risky actions are determined by rolling dice.
Factors contributing to the outcome include the character's ability scores, skills and the difficulty of the task.
In circumstances where a character does not have control of an event, such as when a trap or magical effect is triggered or dragon role play games online spell is cast, a can be used to determine whether the resulting damage is reduced or avoided.
In this case the odds of success are influenced by the character's class, levels and ability scores.
As the game is played, each PC changes over time and generally increases in capability.
Characters gain or sometimes lose experience, skills and wealth, and may even alter their alignment or gain.
The key way characters progress is by earning XPwhich happens when they defeat an enemy or accomplish a difficult task.
Acquiring enough XP allows a PC to advance awhich grants the character improved class features, abilities and skills.
XP can double dragon 2 game android lost in some circumstances, such as encounters with creatures that drain life energy, or by use of certain magical powers that come with an XP cost.
HP are a measure of a character's vitality and health and are determined by the class, level and constitution of each character.
They can be temporarily lost when a character sustains wounds in combat or otherwise comes to harm, and loss of HP is the most common way for a character to die in the game.
Death can also result from the loss of key ability scores or character levels.
When a PC dies, it is often possible for the dead character to be resurrected through magic, although some penalties may be imposed as a result.
If resurrection is not possible or not desired, the player may instead create a new PC to resume playing the game.
Published adventures typically include a background story, illustrations, maps and goals for PCs to achieve.
Some include location descriptions and handouts.
A linked series of adventures is commonly referred to as a "".
The locations where these adventures occur, such as a city, country, planet or an entireare referred to as "" or "world".
Popular commercially published include,,and.
Alternatively, DMs may develop their own fictional worlds to use as campaign settings.
The grid mat underneath uses one-inch squares.
By the publication of the 1977 game editions, combat was mostly resolved verbally.
Thus miniatures were no longer required for game play, although some players continued to use them as a visual reference.
Licensed miniature manufacturers who produced official figures include 1980—19831984—1986, and TSR itself.
Most of these miniatures used the 25 mm scale.
These were expanded bywhose additions included a fantasy supplement, before the game was published as.
When entered the Army in 1970, his friend and fellow Napoleonics wargamer began a medieval variation of Wesely's games, where players control individuals instead of armies.
Arneson used Chainmail to resolve combat.
As play progressed, Arneson added such innovations as character classes, experience points, level advancement, armor class, and others.
For example, character-based role playing can be seen in.
Game-world simulations were well developed in wargaming.
Fantasy milieux specifically designed for gaming could be seen in 's board games among others.
The presence in the game of,, and the like, draw comparisons to these works.
The resemblance was even closer before the threat source copyright action from prompted the name changes of to 'halfling', to '', and to ''.
For many years, Gygax played down the influence of Tolkien on the development of the game.
However, in an interview in 2000, he acknowledged that Tolkien's work had a "strong impact" though he also said that the list of other influential authors was long.
The original alignment system which grouped all characters and creatures into 'Law', 'Neutrality' and 'Chaos' was derived from the novel by.
Other influences include the works of,, and.
Monsters, spells, and magic items used in the game have been inspired by hundreds of individual works such as "Black Destroyer", the's "" sword and the the clerical spell 'Blade Barrier' was inspired by the " which turned every way" at the gates of.
Parallel versions and inconsistent naming practices can make it difficult to distinguish between the different editions.
It was amateurish in production please click for source assumed the player was familiar with wargaming.
Nevertheless, it grew rapidly in popularity, first among wargamers and then expanding to a more general audience of college and high school students.
Roughly 1,000 copies of the game were sold in the first year followed by 3,000 in 1975, and much more in the following years.
This first set went through many printings and was supplemented with several official additions, such as the original and Blackmoor supplements both 1975as well as magazine articles in TSR's official publications and many.
A boxed edition was introduced that cleaned up the presentation of the essential rules, made the system understandable to the general public, and was sold in a package that could be stocked in toy stores.
TSR marketed them as an introductory game for new players and a more complex game for experienced ones; the Basic Set directed players who exhausted the possibilities of that game to switch to the advanced rules.
Between 1977 and 1979, three hardcover rulebooks, commonly referred to as the "core rulebooks", were released: the PHBthe DMGand see more MM.
Several supplementary books were published throughout the 1980s, notably 1985 that included a large number of new rules.
An accompanyingoriginally written byallowed players to continue using the simpler ruleset beyond the early levels of play.
In 1983, revisions of those sets by were released, revising the presentation of the rules to a more tutorial format.
These were followed by 19831985and 1986 sets.
Each set covered game play for more powerful characters than the previous.
The first four sets were compiled in 1991 as a single hardcover book, thewhich was released alongside a new.
The Monster Manual was replaced by thea loose-leaf binder that was subsequently replaced by the hardcover in 1993.
In 1995, the core rulebooks were slightly revised, although still referred to by TSR as the 2nd Edition, and a series of Player's Option manuals were released as optional rulebooks.
References to demons and devils, sexually suggestive artwork, and playable, evil-aligned character types — such as assassins and half-orcs — were removed.
The edition moved away from a theme of 1960s and 1970s "sword and sorcery" fantasy fiction to a mixture of medieval history and mythology.
The rules underwent minor changes, including the addition of non-weapon proficiencies — skill-like abilities that originally appeared in 1st Edition supplements.
The game's magic spells were divided into schools and spheres.
A major difference was the promotion of various game settings beyond that of traditional fantasy.
This included blending fantasy with other genres, such as horror Ravenloftscience fiction Spelljammerand apocalyptic Dark Sunas well as alternative historical and non-European mythological settings.
The new release folded the Basic and Advanced lines back into a single unified game.
The 3rd Edition rules were designed to be internally consistent and less restrictive than previous editions of the game, allowing players more flexibility to create the characters they wanted to play.
Skills and feats were introduced into the core rules to encourage further customization of characters.
The new rules standardized the mechanics of action resolution and combat.
This release incorporated hundreds of rule changes, mostly minor, and expanded the core rulebooks.
The new game was developed through a number of design phases spanning from May 2005 until its release.
Many character abilities were restructured into "Powers".
These altered the spell-using classes by adding abilities that could be used at will, per encounter, or per day.
Likewise, non-magic-using classes were provided with parallel sets of options.
Software tools, including player character and monster building programs, became a major part of the game.
On January 9, 2012, Wizards of the Coast announced that it was working here a 5th edition of the game.
The company planned to take suggestions from players and let them the rules.
Public playtesting began on May 24, 2012.
At Gen Con 2012 in August,lead developer for 5th Edition, said that Wizards of the Coast had received feedback from more than 75,000 playtesters, but that the entire development process would take two years, adding, "I can't emphasize this enough.
As many as six million people played the game in 2007.
Goldberg commented that " Dungeons and Dragons is an impressive achievement based on the concept alone, and also must be credited with cementing the marriage between the fantasy genre and gaming.
Particularly notable are the use of dice as acharacter record sheets, use of and gamemaster-centered group dynamics.
This attitude changed in the mid-1980s when TSR took legal action to click at this page to prevent others from publishing compatible material.
This angered many fans and led to resentment by the other gaming companies.
Although TSR took legal action against several publishers in an attempt to restrict third-party usage, it never brought any court cases to completion, instead settling out of court in every instance.
TSR itself ran afoul of intellectual property law in several cases.
Under these licenses, authors were free to use the d20 System when writing games and game supplements.
The OGL and d20 Trademark License made possible new games, some based on licensed products likeand new versions of older games, such as.
With the release of theWizards of the Coast introduced itswhich represented a significant restriction compared to the very open policies embodied by the OGL.
Others, such asare returning to the practice of publishing unlicensed supplements and arguing that copyright law does not allow Wizards of the Coast to restrict third-party usage.
This in turn inspired the creation ofgames which more closely recreate the original rule sets, using material placed under the OGL along with non-copyrightable mechanical aspects of the older rules to create a new presentation of the games.
Alongside the publication of the fifth edition, Wizards of the Coast established a two-pronged licensing approach.
The DM's Guild does not function under the OGL, but uses a community agreement intended to foster liberal cooperation among content creators.
Many of these references, including the use of the names "" and "", were reintroduced in the 3rd edition.
The most notable of these was the saga ofthe facts of which were fictionalized in the novel and later made into a in 1982 starring.
The game was blamed for some of the actions ofwho was convicted in 1990 of murdering his stepfather.
The game's commercial success was a factor that led to regarding distribution of between original creators Gygax and Arneson.
Gygax later became embroiled in a political struggle for control of TSR which culminated in a court battle and Gygax's decision to sell his ownership interest in the company in 1985.
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