This article is about the role-playing game. For other uses, see Dungeons & Dragons (disambiguation) and D&D (disambiguation).
Dungeons & Dragons Newdndlogo.jpg
The 4th Edition Dungeons & Dragons logo
Designer Gary Gygax and Dave Arneson
Publisher TSR, Wizards of the Coast
Publication date 1974 (original); 1977 (D&D Basic Set 1st revision); 1977–1979 (AD&D); 1981 (D&D Basic Set 2nd revision); 1983–1986 (D&D Basic Set 3rd revision); 1989 (AD&D 2nd Edition); 1991 (D&D Rules Cyclopedia); 2000 (D&D 3rd edition); 2003 (D&D v3.5); 2008 (D&D 4th edition)
Years active 1974-present
Genre(s) Fantasy
System Dungeons & Dragons; d20 System
Playing time Varies
Random chance Dice rolling
Skills required Role-playing, improvisation, tactics, arithmetic
Website http://www.wizards.com/dnd
Dungeons & Dragons (abbreviated as D&D[1] or DnD) is a fantasy role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. (TSR). The game has been published by Wizards of the Coast since 1997. It was derived from miniature wargames with a variation of the Chainmail game serving as the initial rule system.[2] D&D's publication is widely regarded as the beginning of modern role-playing games and the role-playing game industry.[3]
D&D departs from traditional wargaming and assigns each player a specific character to play instead of a military formation. These characters embark upon imaginary adventures within a fantasy setting. A Dungeon Master serves as the game's referee and storyteller, while also maintaining the setting in which the adventures occur. The characters form a party that interacts with the setting's inhabitants (and each other). Together they solve dilemmas, engage in battles and gather treasure and knowledge.[3] In the process the characters earn experience points to become increasingly powerful over a series of sessions.
The early success of Dungeons & Dragons led to a proliferation of similar game systems. Despite this competition, D&D enjoys a dominant market position in the role-playing game industry.[4] In 1977, the game was split into two versions: the more loose, open framework game system of Dungeons & Dragons and the much tighter and more structured game system of Advanced Dungeons & Dragons (abbreviated as AD&D or ADnD).[1][5] AD&D 2nd Edition was published in 1989. In 2000, the original version of the game was discontinued and the AD&D version was renamed simply Dungeons & Dragons with the release of its 3rd edition.[6] These rules formed the basis of the d20 System that is available under the Open Game License for use by other publishers. Dungeons & Dragons version 3.5 was released in June 2003, with a 4th edition in June 2008.[7]
As of 2006, Dungeons & Dragons remained the best-known[8] and best-selling[9] role-playing game, with an estimated 20 million people having played the game and more than US$1 billion in book and equipment sales.[10] The game has been supplemented by many pre-made adventures as well as commercial campaign settings suitable for use by regular gaming groups. Dungeons & Dragons is known beyond the game for other D&D-branded products, references in popular culture and some of the controversies that have surrounded it, particularly a moral panic in the 1980s falsely linking it to Satanism and suicide.[11] The game has won multiple awards and has been translated into many languages beyond the original English.
Dungeons & Dragons is a structured yet open-ended role-playing game. It is normally played indoors with the participants seated around a table-top. Typically, each player controls only a single character, which represents an individual in a fictional setting.[12][13] When working together as a group, these player characters (PCs) are often described as a ‘party’ of adventurers, with each member often having his or her own areas of specialty that contributes to the success of the whole.[14][15] During the course of play, each player directs the actions of his or her character and its interactions with the other characters in the game.[16][17] A game often continues over a series of meetings to complete a single adventure, and longer into a series of related gaming adventures, called a ‘campaign’.[18]
The results of the party's choices and the overall storyline for the game are determined by the Dungeon Master (DM) according to the rules of the game and the DM's interpretation of those rules.[19] The DM selects and describes the various non-player characters (NPCs), the party encounters, the settings in which these interactions occur, and the outcomes of those encounters based on the players' choices and actions.[17][20] Encounters often take the form of battles with 'monsters' – a generic term used in D&D to describe potentially hostile beings such as animals, aberrant beings or mythical creatures. The game's extensive rules – which cover diverse subjects such as social interactions,[21] magic use,[22] combat,[23] and the effect of the environment on PCs[24] – help the DM to make these decisions. The Dungeon Master may choose to deviate from the published rules[19] or make up new ones if he or she feels it is necessary.[25]
Release 3.5 of the three core rulebooks
The most recent versions of the game's rules are detailed in three core rulebooks: The Player's Handbook, the Dungeon Master's Guide and the Monster Manual. A Basic Game boxed set contains abbreviated rules to help beginners learn the game.[26]
The only items required to play the game are the rulebooks, a character sheet for each player and a number of polyhedral dice. The current editions also assume, but do not require, the use of miniature figures or markers on a gridded surface. Earlier editions did not make this assumption.[27] Many optional accessories are available to enhance the game, such as expansion rulebooks, pre-designed adventures and various campaign settings.[28]
Before the game begins, each player creates his or her player character and records the details (described below) on a character sheet. First, a player determines his or her character's ability scores,[29] which consist of Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Each edition of the game has offered differing methods of determining these statistics; as of 4th Edition, players generally assign their ability scores from a list or use points to "buy" them.[30] The player then chooses a race (species) such as Human or Elf, a character class (occupation) such as Fighter or Wizard, an alignment (a moral and ethical outlook which may have a Good or Evil component, a Lawful or Chaotic component, or something in between), and a number of powers, skills and feats to enhance the character's basic abilities.[31] Additional background history, usually not covered by specific rules, is often also used to further develop the character.[32]
During the game, players describe their PC's intended actions, such as punching an opponent or picking a lock, and converse with the DM in character – who then describes the result or response.[33] Trivial actions, such as picking up a letter or opening an unlocked door, are usually automatically successful. The outcomes of more complex or risky actions are determined by rolling dice.[17] Factors contributing to the outcome include the character's ability scores, skills and the difficulty of the task.[34] In circumstances where a character does not have control of an event, such as when a trap or magical effect is triggered or a spell is cast, a saving throw can be used to determine whether the resulting damage is reduced or avoided.[35][36] In this case the odds of success are influenced by the character's class, levels and (with the 3rd and later editions) ability scores.[35][37]
As the game is played, each PC changes over time and generally increases in capability. Characters gain (or sometimes lose) experience, skills[38] and wealth, and may even alter their alignment[39] or add additional character classes.[40] The key way characters progress is by earning experience points (XP/EXP), which happens when they defeat an enemy or accomplish a difficult task.[41] Acquiring enough XP allows a PC to advance a level, which grants the character improved class features, abilities and skills.[42] Up through the 3rd edition, XP can also be lost in some circumstances, such as encounters with creatures that drain life energy, or by use of certain magical powers that require payment of an XP cost.[43]
Hit points (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.[44] Death can also result from the loss of key ability scores[45] or character levels.[46] 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.[47]
In the 4th edition of the game, XP cannot be lost or expended, and ability scores cannot be damaged.
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