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Players, players, and more players - that's what comprises the D&D phenomenon. And phenomenal is what it is,
as the audience for this, the granddaddy of all role-playing games, continues to expand.
D&D players, happily, come in all shapes and sizes, and even a fair number of women are counted among those
who regularly play the game - making DUNGEONS 8 DRAGONS somewhat special in this regard. This widespread
appeal cuts across many boundaries of interest and background, which means that D&D players are marked by a
wide range of diversity. In fact, one could easily use the analogy that there are as many types of DSD players as
there are D8D monsters (after that, draw your own conclusions!). There are unquestionably fast players, slow
players, clever players, foolish players, cautious players, reckless players, generous players, greedy players, friendly
players, and obnoxious players ... As diverse as this melange of enthusiasts is, they all seem to share one commonality: a real love for DUNGEONS 8
DRAGONS and a devotion that few other games can claim. This remarkable loyalty is a great factor in the game's
explosion of popularity, and DUNGEONS 8 DRAGONS has become a gaming cult, as avid D&Der's have ceaselessly
"spread the gospel", enrolling new players in expanding groups which just seem to grow and grow.
If you're reading this, then you're a D&D player - and this book is for you! This is the second release of the
ADVANCED DUNGEONS 8 DRAGONS series, and is designed to be a player's book in every respect - giving you all
the background you require on the game system, as well as the information you'll need to go adventuring. Although
this book does not stand alone in terms of supplying all information needed to undertake a campaign, it will
complement the other two parts of the whole (the previously released MONSTER MANUAL and the upcoming
DUNGEON MASTERS GUIDE) to provide the entirety of what will be ADVANCED DUNGEONS 8 DRAGONS (along
with a greatly expanded version of GODS, DEMI-GODS 8 HEROES which will follow).
The sheer bulk of this book may seem considerable (and it is, of course), but there are many things not included.
These things (such as the details of the combat tables, for instance) are those parts of the game that rightly fall
outside the realm of player reference, and thus are included instead in the more voluminous DUNGEON MASTERS
GUIDE. As the author points out, this bit of the "unknown" outside of the players' normal reach will make the game
much more interesting and challenging.
ADVANCED DUNGEONS & DRAGONS is a game that is demanding for players and Dungeon Masters alike, but the
rewards in terms of enjoyment are vast. There is nothing quite like a successful D8D campaign, and its success is
based upon the efforts of all participants. The Dungeon Master is pivotal, of course, but the players are just as
important, for they are the primary actors and actresses in the fascinating drama which unfolds before them. For that
reason, their outlook and their conduct will greatly affect the flavor and tempo of the campaign. Accordingly, they
should do their best to further the success of the entire undertaking. This is often no more than a matter of simple
etiquette, and following a few simple guidelines will suffice to make the game experience more fun for everyone
concerned, to wit:
Be an organized player; have the necessary information on your character readily at hand and available to
the Dungeon Master.
Cooperate with the Dungeon Master and respect his decisions; if you disagree, present your viewpoint with
deference to his position as game moderator. Be prepared to accept his decision as final and remember that
not everything in the game will always go your way!
Cooperate with the other players and respect their right to participate. Encourage new and novice players by
making suggestions and allowing them to make decisions on courses of action rather than dictating their
responses.
If you are unable to participate in an adventure, give the other players and the DM some concrete guidelines
if your character is going to be included in the adventuring group; be prepared to accept the consequences,
good or bad, in any case.
Get in the spirit of the game, and use your persona to play with a special personality all its own. Interact with
the other player characters and non-player characters to give the game campaign a unique flavor and
"life". Above all, let yourself go, and enjoy!
/
Enough of the preliminaries - let's get on with the game! Let's see now, where did I stash away all those material
components?. . .
Mike Carr
TSR Games & Rules Editor
2 June 1978
2
CONTENTS
THE GAME ...................................................................................... 7
CREATING THE PLAYER CHARACTER ................................................................. 8
CHARACTER ABILITIES ............................................................................. 9
Strength .................................................................................... 9
Intelligence ................................................................................. 10
Wisdom .................................................................................... 11
Dexterity ................................................................................... 11
Constitution ................................................................................. 12
Charisma ................................................................................... 13
CHARACTER RACES ............................................................................... 13
Dwarves .................................................................................... 15
Elves ....................................................................................... 16
Gnomes .................................................................................... 16
Half-Elves ................................................................................... 16
Halflings ................................................................................... 17
Half-Orcs ................................................................................... 17
Humans .................................................................................... 17
Racialpreferences ............................................................................ 18
CHARACTER CLASSES ............................................................................. 18
Cleric ...................................................................................... 20
Druid ................................................................................... 20
Fighter ..................................................................................... 22
Paladin ................................................................................. 22
Ranger ................................................................................. 24
Magic-User .................................................................................. 25
Illusionist ............................................................................... 26
Thief ....................................................................................... 26
Assassin ................................................................................ 28
Monk ...................................................................................... 30
The Multi-Classed Character ..................................................................... 32
The Character with Two Classes .................................................................. 33
ALIGNMENT ..................................................................................... 33
CHARACTER HIT POINTS ........................................................................... 34
ESTABLISHING THE CHARACTERS .................................................................... 34
CHARACTER LANGUAGES .......................................................................... 34
MONEY ........................................................................................ 35
TheMonetarySystem .......................................................................... 35
Money Changing, Banks, Loans and Jewelers ....................................................... 35
EQUIPPING THE CHARACTER ....................................................................... 35
ARMOR ........................................................................................ 36
WEAPONS ...................................................................................... 36
WeightandDamagebyWeaponType ............................................................. 37
HIRELINGS ...................................................................................... 39
HENCHMEN ..................................................................................... 39

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