The fun and easy way to get started in this popular fantasy role-playing game Market research indicates that 4 million American males, ages 8 to 45, play Dungeons & Dragons, while 7.6 million who haven't played say they want to learn how. The popularity of recent sci-fi and fantasy movies has also boosted interest. D&D is complex to learn, and this friendly guide helps the curious locate a game, understand the rules, choose or create a character, follow proper game etiquette, and even move up in the hierarchy to become a Dungeon Master. The four-page foldout cheat sheet will include markers and a model dungeon layout that serves as an actual game board, allowing readers to play using this book and nothing else.
The fun and easy way to get started in this popular fantasy role-playing game Market research indicates that 4 million American males, ages 8 to 45, play Dungeons & Dragons, while 7.6 million who haven't played say they want to learn how. The popularity of recent sci-fi and fantasy movies has also boosted interest. D&D is complex to learn, and this friendly guide helps the curious locate a game, understand the rules, choose or create a character, follow proper game etiquette, and even move up in the hierarchy to become a Dungeon Master. The four-page foldout cheat sheet will include markers and a model dungeon layout that serves as an actual game board, allowing readers to play using this book and nothing else.
Foreword.Introduction.Part I: D&D Crash Course.Chapter 1: Preparing for Adventure.Chapter 2: Your First Character.Chapter 3: Starting Out as a Fighter.Chapter 4: Starting Out as a Rogue.Chapter 5: Starting Out as a Sorcerer.Chapter 6: Starting Out as a Cleric.Chapter 7: Playing the Game.Chapter 8: Practice Session.Chapter 9: Finding a D&D Game to Join.Part II: Building a D&D Character.Chapter 10: Defining Your Character.Chapter 11: Choosing a Class.Chapter 12: Figuring Out Your Character's Ability Scores.Chapter 13: Picking a Race.Chapter 14: Selecting Feats.Chapter 15: Picking Skills.Chapter 16: Choosing Armor, Weapons, and Gear.Chapter 17: Choosing Spells.Chapter 18: Advancing Your Character.Part III: Playing Your Best Game.Chapter 19: Handling Yourself in a Fight.Chapter 20: Making the Most of Magic.Chapter 21: Roleplaying and Working Together.Chapter 22: Character Building for Experts.Part IV: The Art of Dungeon Mastering.Chapter 23: Running the Game.Chapter 24: Building a Dungeon.Chapter 25: Keeping Your Players Happy.Part V: The Part of Tens.Chapter 26: The Ten Best Sorcerer Spells.Chapter 27: The Ten Best Cleric Spells.Chapter 28: The Ten Best Low-Level Monsters.Chapter 29: The Ten Best Mid-Level Monsters.Chapter 30: The Ten Best Dungeon Master Resources.Chapter 31: The Ten Best Player Resources.Chapter 32: The Ten Best D&D Novels.Glossary.Index.
Bill Slavicsek has been a game designer since 1986 and leads the creative effort for Wizards of the Coast. Richard Baker is a game developer and author of five Forgotten Realms novels.
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