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| | Dice of various types are used to determine outcomes. As players' characters accomplish more, they gain experience points (XP) which allow their characters to gain levels, which in turn make them more powerful and have more abilities. The DM may use a commercially-produced adventure, or may create one of his own. | | Dice of various types are used to determine outcomes. As players' characters accomplish more, they gain experience points (XP) which allow their characters to gain levels, which in turn make them more powerful and have more abilities. The DM may use a commercially-produced adventure, or may create one of his own. |
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| − | The game's allows players to play either good, neutral, or evil characters. | + | The game allows players to play characters who follow one of nine different alignments; lawful good, neutral good, chaotic good, lawful neutral, true neutral, lawful evil, neutral evil, or chaotic evil. The character's alignment gives a guideline for how he or she would react in some situations. Paladins, for example, are required to be of the lawful good alignment. Most DMs forbid evil characters as they are often disruptive to the game. |
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| | The game may include [[occult]] elements like [[ghost]]s, [[spirit]]s, [[demon]]s and [[devil]]s which the characters may fight, use or aid as they see fit. | | The game may include [[occult]] elements like [[ghost]]s, [[spirit]]s, [[demon]]s and [[devil]]s which the characters may fight, use or aid as they see fit. |
| − | Most DMs forbid evil characters as they are often disruptive to the game.
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| | The game settings manufactured by [[Wizards of the Coast]] (''Greyhawk'', ''Faerun'', ''Eberron'', etc.) also expressly adopt a polytheistic [[pantheon]] of deities and reject real-world [[religion]]s as a part of the game. That being said, there is nothing to stop a DM from coming up with a monotheistic world in which to run his adventures. In fact, there is an unofficial published setting, ''[http://www.greenronin.com/catalog/grr1019 Testament]'', that is about roleplaying in the Biblical Era. Most characters in the game worship fictional deities both as lay persons and as "clerics", a profession than any character may choose to undertake assuming their alignment matches or is close to a match with their chosen god. Clerics of these deities are granted magical powers by their chosen deity by means of which they can defeat their enemies, or heal their party members. | | The game settings manufactured by [[Wizards of the Coast]] (''Greyhawk'', ''Faerun'', ''Eberron'', etc.) also expressly adopt a polytheistic [[pantheon]] of deities and reject real-world [[religion]]s as a part of the game. That being said, there is nothing to stop a DM from coming up with a monotheistic world in which to run his adventures. In fact, there is an unofficial published setting, ''[http://www.greenronin.com/catalog/grr1019 Testament]'', that is about roleplaying in the Biblical Era. Most characters in the game worship fictional deities both as lay persons and as "clerics", a profession than any character may choose to undertake assuming their alignment matches or is close to a match with their chosen god. Clerics of these deities are granted magical powers by their chosen deity by means of which they can defeat their enemies, or heal their party members. |