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| | Depending upon how motivated the players are to continue in this direction, the players might ask the DM various interrogatories such as "Is it possible to walk along the edge of the pit and continue down the passage?" or "Is there anything on the opposite side of the pit to which we might be able to tie a rope?" | | Depending upon how motivated the players are to continue in this direction, the players might ask the DM various interrogatories such as "Is it possible to walk along the edge of the pit and continue down the passage?" or "Is there anything on the opposite side of the pit to which we might be able to tie a rope?" |
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| − | Next the players will decide what course of actions their characters will take. Each player tries to take advantage of his character's unique talents. The player of the rogue will no that his character is skilled at climbing walls. By jamming his fingers and toes into the cracks in the mortar, his character can negotiate along the wall to the opposite side. If the character's actions are reasonable and relatively easy to accomplish the DM allows for them to happen. If the action is more outrageous, or risky, the DM consults rules and conventions to determine which dice will govern the success of the action. | + | Next the players will decide what course of actions their characters will take. Each player tries to take advantage of his character's unique talents. For example, the player of the rogue will know that his character is skilled at climbing walls. By jamming his fingers and toes into the cracks in the mortar, the rogue can negotiate along the wall to the opposite side. If the character's actions are reasonable and relatively easy to accomplish the DM allows for them to happen without further comment. If the action is more outrageous, or risky, the DM consults rules and conventions to determine which dice will govern the success of the action. |
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| | At the end of each gaming sessions, the DM grants all players a number of Experience Points (XP's) to represent the player accomplishments. When the character has acquired enough Experience Points, the character can gain more powers and abilities. | | At the end of each gaming sessions, the DM grants all players a number of Experience Points (XP's) to represent the player accomplishments. When the character has acquired enough Experience Points, the character can gain more powers and abilities. |
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| | In this case, "race" refers to a race from fantasy such as an elf, dwarf, gnome or halfling. The races which are allowed in the game vary from DM to DM according to the tastes of players and the setting that the DM has devised. The vocation or "class" of the character refers to the fantasy archetype the player wishes to play, i.e. wizard, barbarian, rogue, or cleric. The selection of race and class will impact skills and attributes which are available to the character as well as the strengths and weaknesses the character. | | In this case, "race" refers to a race from fantasy such as an elf, dwarf, gnome or halfling. The races which are allowed in the game vary from DM to DM according to the tastes of players and the setting that the DM has devised. The vocation or "class" of the character refers to the fantasy archetype the player wishes to play, i.e. wizard, barbarian, rogue, or cleric. The selection of race and class will impact skills and attributes which are available to the character as well as the strengths and weaknesses the character. |
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| | === The Magic System === | | === The Magic System === |
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| | The magic system used in Dungeons & Dragons was adopted very roughly from the writing of fantasy and science fiction author [[Jack Vance]]. In the Vancian system, magic-users such as wizards must prepare all of their spells in advance for that day by memorizing them and a spell leaves the wizard's memory upon being cast. To cast the spell again, the magic-user must once again memorize the spell. The Vancian system was chosen for a variety of reasons such as its originality compared to pre-existing magical systems, its avoidance any connection with systems of magic described in any religion or occult theory, and it being the creation one of Gygax's favorite authors.<ref>Forum discussion: [http://enworld.cyberstreet.com/printthread.php?t=182603 "Is D&D magic purely Vancian?"]</ref><ref>RPGnet: [http://www.rpg.net/reviews/archive/10/10222.phtml Review of "The Primer of Practical Magic"]</ref> | | The magic system used in Dungeons & Dragons was adopted very roughly from the writing of fantasy and science fiction author [[Jack Vance]]. In the Vancian system, magic-users such as wizards must prepare all of their spells in advance for that day by memorizing them and a spell leaves the wizard's memory upon being cast. To cast the spell again, the magic-user must once again memorize the spell. The Vancian system was chosen for a variety of reasons such as its originality compared to pre-existing magical systems, its avoidance any connection with systems of magic described in any religion or occult theory, and it being the creation one of Gygax's favorite authors.<ref>Forum discussion: [http://enworld.cyberstreet.com/printthread.php?t=182603 "Is D&D magic purely Vancian?"]</ref><ref>RPGnet: [http://www.rpg.net/reviews/archive/10/10222.phtml Review of "The Primer of Practical Magic"]</ref> |
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| | === The Combat System === | | === The Combat System === |
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| | In combat there are three different ways that a character can damage another character: melee, ranged, or magical. Attacking another Player Character (PC) is often an evil act that will get you tossed out of that group, but PC-vs-PC combat is sometimes entered by mutual agreement of the players as part of a plot, or due to magical influence (such as a ''dominate'' spell) affecting a character. | | In combat there are three different ways that a character can damage another character: melee, ranged, or magical. Attacking another Player Character (PC) is often an evil act that will get you tossed out of that group, but PC-vs-PC combat is sometimes entered by mutual agreement of the players as part of a plot, or due to magical influence (such as a ''dominate'' spell) affecting a character. |
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