Dungeons & Dragons
Dungeons & Dragons
D&D departs from traditional wargaming and assigns each player a specific
Designer(s) Gary Gygax
character to play instead of a military formation. These characters embark upon
Dave Arneson
imaginary adventures within a fantasy setting. A Dungeon Master serves as the Publisher(s) TSR, Wizards of the
game's referee and storyteller while maintaining the setting in which the Coast
adventures occur, and playing the role of the inhabitants. The characters form a Publication 1974 (original)
party that interacts with the setting's inhabitants, and each other. Together they date 1977 (D&D Basic Set 1st
solve dilemmas, engage in battles, and gather treasure and knowledge.[4] In the
version)[1]
process the characters earn experience points in order to rise in levels, and
1977–1979 (AD&D)
become increasingly powerful over a series of sessions.
1981 (D&D Basic Set
The early success of Dungeons & Dragons led to a proliferation of similar game 2nd version)
systems. Despite the competition,D&D has remained as the market leader in the
1983–1986 (D&D Basic
role-playing game industry.[5] In 1977, the game was split into two branches: the
Set 3rd version)
relatively rules-light game system of basic Dungeons & Dragons and the more
1989 (AD&D 2nd Edition)
structured, rules-heavy game system of Advanced Dungeons & Dragons
(abbreviated as AD&D).[1][2][6] AD&D 2nd Edition was published in 1989. In 1991 (D&D Rules
2000, a new system was released as Dungeons & Dragons 3rd edition. These Cyclopedia)
rules formed the basis of the d20 System which is available under the Open 2000 (D&D 3rd edition)
Game License (OGL) for use by other publishers. Dungeons & Dragons version 2003 (D&D v3.5)
3.5 was released in June 2003, with a (non-OGL) 4th edition in June 2008.[7][8] 2008 (D&D 4th edition)
[9]
A 5th edition was released during the second half of 2014.
2014 (D&D 5th edition)
As of 2004, Dungeons & Dragons remained the best-known[10] and best- Years active 1974–present
selling[11] role-playing game, with an estimated 20 million people having played
Genre(s) Fantasy
the game and more than US$1 billion in book and equipment sales.[12] The
game has been supplemented by many pre-made adventures as well as
System(s) Dungeons & Dragons
commercial campaign settings suitable for use by regular gaming groups.
d20 System (3rd Edition)
Dungeons & Dragons is known beyond the game for other D&D-branded Playing Varies
products, references in popular culture, and some of the controversies that have time
surrounded it, particularly a moral panic in the 1980s falsely linking it to Random Dice rolling
Satanism and suicide.[13] The game has won multiple awards and has been chance
translated into many languages beyond the original English.
Skill(s) Role-playing,
required improvisation, tactics,
arithmetic
Website dnd.wizards.com
Contents
Play overview
Game mechanics
Adventures, campaigns, and modules
Miniature figures
Game history
Sources and influences
Edition history
Original game
Two-pronged strategy
Revised editions
Wizards of the Coast
Acclaim and influence
Licensing
Controversy and notoriety
Related products
In popular culture
See also
Notes
References
Further reading
External links
Play overview
Dungeons & Dragons is a structured yet open-ended role-playing game. It is normally
played indoors with the participants seated around a tabletop. Typically, each player
controls only a single character, which represents an individual in a fictional setting.[14]
When working together as a group, these player characters (PCs) are often described as
a "party" of adventurers, with each member often having their own area of specialty
which contributes to the success of the whole.[15][16] During the course of play, each
player directs the actions of their character and their interactions with other characters in
the game.[17][18] This activity is performed through the verbal impersonation of the
characters by the players, while employing a variety of social and other useful cognitive A D&D game session in progress
skills, such as logic, basic mathematics and imagination.[19] 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".[20][21]
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.[22][23] The DM selects and describes the various non-player characters
(NPCs) that the party encounters, the settings in which these interactions occur, and the outcomes of those encounters based on the
players' choices and actions.[18][24] 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.[25] The game's extensive rules – which
cover diverse subjects such as social interactions,[26] magic use,[27] combat,[28] and the effect of the environment on PCs[29] – help
the DM to make these decisions. The DM may choose to deviate from the published rules[22] or make up new ones if they feel it is
necessary.[30]
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.
The only items required to play the game are the rulebooks, a character sheet for each
player, and a number of polyhedral dice. Many players also use miniature figures on a
grid map as a visual aid, particularly during combat. Some editions of the game presume
such usage.[31] Many optional accessories are available to enhance the game, such as
expansion rulebooks, pre-designed adventures and variouscampaign settings.[32]
Game mechanics
Before the game begins, each The "version 3.5" three core
rulebooks
player creates their player
character and records the details
(described below) on a character sheet. First, a player determines their
character's ability scores, which consist of Strength, Constitution, Dexterity,
Intelligence, Wisdom, and Charisma. Each edition of the game has offered
differing methods of determining these statistics.[33] 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), and other
features to round out the character's abilities and backstory, which have varied
D&D uses polyhedral dice to resolve
random events. These are abbreviated by in nature through differing editions.
a 'd' followed by the number of sides.
During the game, players describe their PC's intended actions, such as
Shown counter-clockwise from the bottom
are: d4, d6, d8, d10, d12 and d20 dice. A punching an opponent or picking a lock, and converse with the DM, who then
pair of d10 can be used together to describes the result or response.[34] Trivial actions, such as picking up a letter
represent percentile dice, or d100. or opening an unlocked door, are usually automatically successful. The
outcomes of more complex or risky actions are determined by rolling dice.[18]
Factors contributing to the outcome include the character's ability scores, skills
and the difficulty of the task.[35] 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.[36][37] In this case the odds of success are influenced by the character's class, levels and ability scores.
[36][38]
As the game is played, each PC changes over time and generally increases in capability. Characters gain (or sometimes lose)
experience, skills[39] and wealth, and may even alter their alignment[40] or gain additional character classes.[41] The key way
characters progress is by earning experience points (XP), which happens when they defeat an enemy or accomplish a difficult
task.[42] Acquiring enough XP allows a PC to advance a level, which grants the character improved class features, abilities and
skills.[43] XP can be lost in some circumstances, such as encounters with creatures that drain life energy, or by use of certain magical
powers that come with an XP cost.[44]
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.[45] Death can also result from the loss of key ability scores[46] or character
levels.[47] 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.[48]
A linked series of adventures is commonly referred to as a "campaign".[50] The locations where these adventures occur, such as a
city, country, planet or an entire fictional universe, are referred to as "campaign settings" or "world".[51] D&D settings are based in
various fantasy genres and feature different levels and types of magic and technology.[52] Popular commercially published campaign
settings for Dungeons & Dragons include Greyhawk, Dragonlance, Forgotten Realms, Mystara, Spelljammer, Ravenloft, Dark Sun,
Planescape, Birthright, and Eberron. Alternatively, DMs may develop their own fictional worlds to use as campaign settings.
Miniature figures
The wargames from which Dungeons & Dragons evolved used
miniature figures to represent combatants. D&D initially continued
the use of miniatures in a fashion similar to its direct precursors. The
original D&D set of 1974 required the use of the Chainmail
miniatures game for combat resolution.[53] By the publication of the
1977 game editions, combat was mostly resolved verbally. Thus
miniatures were no longer required for game play, although some
[54]
players continued to use them as a visual reference.
Dungeons & Dragons miniature figures. The grid In the 1970s, numerous companies began to sell miniature figures
mat underneath uses one-inch squares.
specifically for Dungeons & Dragons and similar games. Licensed
miniature manufacturers who produced official figures include
Grenadier Miniatures (1980–1983),[55] Citadel Miniatures (1984–1986),[56] Ral Partha,[57] and TSR itself.[58] Most of these
miniatures used the 25 mm scale.
Periodically, Dungeons & Dragons has returned to its wargaming roots with supplementary rules systems for miniatures-based
wargaming. Supplements such as Battlesystem (1985 & 1989) and a new edition of Chainmail (2001)[59] provided rule systems to
handle battles between armies by using miniatures.
Game history
Many Dungeons & Dragons elements appear in hobbies of the mid-to-late 20th century. For example, character-based role playing
can be seen in improvisational theatre.[64] Game-world simulations were well developed in wargaming. Fantasy milieux specifically
designed for gaming could be seen in Glorantha's board games among others.[65] Ultimately, however, Dungeons & Dragons
represents a unique blending of these elements.
The world of D&D was influenced by world mythology, history, pulp fiction, and contemporary fantasy novels. The importance of J.
R. R. Tolkien's The Lord of the Rings and The Hobbit as an influence on D&D is controversial. The presence in the game of halflings,
elves, half-elves, dwarves, orcs, rangers, and the like, draw comparisons to these works. The resemblance was even closer before the
threat of copyright action from Tolkien Enterprises prompted the name changes of hobbit to 'halfling', ent to 'treant', and balrog to
'balor'. For many years, Gygax played down the influence of Tolkien on the development of the game.[66][67][68] However, in an
interview in 2000, he acknowledged that Tolkien's work had a "strong impact".[69]
The D&D magic system, in which wizards memorize spells that are used up once cast and must be re-memorized the next day, was
heavily influenced by the Dying Earth stories and novels of Jack Vance.[70] The original alignment system (which grouped all
characters and creatures into 'Law', 'Neutrality' and 'Chaos') was derived from the novel Three Hearts and Three Lions by Poul
Anderson.[71] A troll described in this work influenced theD&D definition of that monster.[67]
Other influences include the works of Robert E. Howard, Edgar Rice Burroughs, A. Merritt, H. P. Lovecraft, Fritz Leiber, L. Sprague
de Camp, Fletcher Pratt, Roger Zelazny, and Michael Moorcock.[72] Monsters, spells, and magic items used in the game have been
inspired by hundreds of individual works such as A. E. van Vogt's "Black Destroyer", Coeurl (the Displacer Beast), Lewis Carroll's
"Jabberwocky" (vorpal sword) and the Book of Genesis (the clerical spell 'Blade Barrier' was inspired by the "flaming sword which
turned every way" at the gates ofEden).[71]
Edition history
Dungeons & Dragons has gone through several revisions. Parallel versions and inconsistent naming practices can make it difficult to
distinguish between the different editions.
Original game
The original Dungeons & Dragons, now referred to as OD&D,[73] was a small box set of three
booklets published in 1974. It was amateurish in production and assumed the player was familiar
with wargaming. Nevertheless, it grew rapidly in popularity, first among wargamers and then
expanding to a more general audience of college and high school students. Roughly 1,000 copies
of the game were sold in the first year followed by 3,000 in 1975, and much more in the following
years.[74] This first set went through many printings and was supplemented with several official
additions, such as the original Greyhawk and Blackmoor supplements (both 1975),[75] as well as
magazine articles in TSR's official publications and many fanzines.
Two-pronged strategy
In early 1977, TSR created the first element of a two-pronged strategy that would divide D&D for
nearly two decades. A Dungeons & Dragons Basic Set boxed edition was introduced that cleaned
The original Dungeons &
up the presentation of the essential rules, made the system understandable to the general public,
Dragons set.
and was sold in a package that could be stocked in toy stores.[62] Later in 1977, the first part of
Advanced Dungeons & Dragons (AD&D) was published,[62] which brought together the various
published rules, options and corrections, then expanded them into a definitive, unified game for hobbyist gamers. TSR marketed them
as an introductory game for new players and a more complex game for experienced ones; the Basic Set directed players who
exhausted the possibilities of that game to switch to the advanced rules.
As a result of this parallel development, the basic game included many rules and concepts which contradicted comparable ones in
AD&D. John Eric Holmes, the editor of the basic game, preferred a lighter tone with more room for personal improvisation. AD&D,
on the other hand, was designed to create a tighter, more structured game system than the loose framework of the original game.[6]
Between 1977 and 1979, three hardcover rulebooks, commonly referred to as the "core rulebooks", were released: the Player's
Handbook (PHB), the Dungeon Master's Guide (DMG), and the Monster Manual (MM). Several supplementary books were
published throughout the 1980s, notably Unearthed Arcana (1985) that included a large number
of new rules.[62] Confusing matters further, the original D&D boxed set remained in publication
[65]
until 1979, since it remained a healthy seller for TSR.
Revised editions
In the 1980s, the rules for Advanced Dungeons & Dragons and "basic" Dungeons & Dragons
remained separate, each developing along different paths.
In 1981, the basic version of Dungeons & Dragons was revised by Tom Moldvay to make it even
more novice-friendly. It was promoted as a continuation of the original D&D tone, whereas
AD&D was promoted as advancement of the mechanics.[6] An accompanying Expert Set, First edition Advanced
originally written by David "Zeb" Cook, allowed players to continue using the simpler ruleset Dungeons & Dragons
beyond the early levels of play. In 1983, revisions of those sets by Frank Mentzer were released, Dungeon Masters Guide.
revising the presentation of the rules to a more tutorial format. These were followed by
Companion (1983), Master (1985), and Immortals (1986) sets.[76][77] Each set covered game play
for more powerful characters than the previous.[78] The first four sets were compiled in 1991 as a single hardcover book, the
Dungeons & Dragons Rules Cyclopedia, which was released alongside a newintroductory boxed set.
Advanced Dungeons & Dragons 2nd Edition was published in 1989,[62] again as three core rulebooks; the primary designer was
David "Zeb" Cook. The Monster Manual was replaced by the Monstrous Compendium, a loose-leaf binder that was subsequently
replaced by the hardcover Monstrous Manual in 1993. In 1995, the core rulebooks were slightly revised, although still referred to by
TSR as the 2nd Edition,[79] and a series of Player's Option manuals were released as optional rulebooks.[62]
The release of AD&D 2nd Edition deliberately excluded some aspects of the game that had attracted negative publicity. References to
demons and devils, sexually suggestive artwork, and playable, evil-aligned character types – such as assassins and half-orcs – were
removed.[80] The edition moved away from a theme of 1960s and 1970s "sword and sorcery" fantasy fiction to a mixture of medieval
history and mythology.[81] The rules underwent minor changes, including the addition of non-weapon proficiencies – skill-like
abilities that originally appeared in 1st Edition supplements. The game's magic spells were divided into schools and spheres.[2] A
major difference was the promotion of various game settings beyond that of traditional fantasy. This included blending fantasy with
other genres, such as horror (Ravenloft), science fiction (Spelljammer), and apocalyptic (Dark Sun), as well as alternative historical
and non-European mythological settings.[82]
In early 2005, Wizards of the Coast's R&D team started to develop Dungeons & Dragons 4th Edition, prompted mainly by the
feedback obtained from the D&D playing community and a desire to make the game faster, more intuitive, and with a better play
experience than under the 3rd Edition. The new game was developed through a number of design phases spanning from May 2005
until its release.[89] Dungeons & Dragons 4th Edition was announced at Gen Con in August 2007, and the initial three core books
were released June 6, 2008.[7] 4th Edition streamlined the game into a simplified form and introduced numerous rules changes. Many
character abilities were restructured into "Powers". These altered the spell-using classes by adding abilities that could be used at will,
per encounter, or per day. Likewise, non-magic-using classes were provided with parallel sets of options. Software tools, including
[90]
player character and monster building programs, became a major part of the game.
On January 9, 2012, Wizards of the Coast announced that it was working on a 5th edition of the game.[91] The company planned to
take suggestions from players and let them playtest the rules.[92][93] Public playtesting began on May 24, 2012.[94] At Gen Con 2012
in August, Mike Mearls, lead developer for 5th Edition, said that Wizards of the Coast had received feedback from more than 75,000
playtesters, but that the entire development process would take two years, adding, "I can't emphasize this enough ... we're very
serious about taking the time we need to get this right."[95] The release of the 5th Edition, coinciding with D&D's 40th anniversary,
occurred in the second half of 2014.[96]
The various editions of Dungeons & Dragons have won many Origins Awards, including All Time Best Roleplaying Rules of 1977,
Best Roleplaying Rules of 1989, and Best Roleplaying Game of 2000 for the three flagship editions of the game.[99] Both Dungeons
& Dragons and Advanced Dungeons & Dragonsare Origins Hall of Fame Games inductees as they were deemed sufficiently distinct
to merit separate inclusion on different occasions.[100] The independent Games magazine placed Dungeons & Dragons on their
Games 100 list from 1980 through 1983, then entered the game into the magazine's Hall of Fame in 1984.[101][102] Advanced
Dungeons & Dragons was ranked 2nd in the 1996 reader poll of Arcane magazine to determine the 50 most popular roleplaying
games of all time.[103]
Eric Goldberg reviewed Dungeons & Dragons in Ares Magazine #1, rating it a 6 out of 9.[104] Goldberg commented that "Dungeons
and Dragons is an impressive achievement based on the concept alone, and also must be credited with cementing the marriage
between the fantasy genre and gaming."[104]
Dungeons & Dragons was the first modern role-playing game and it established many of the conventions that have dominated the
genre.[105] Particularly notable are the use of dice as a game mechanic, character record sheets, use of numerical attributes and
gamemaster-centered group dynamics.[106] Within months of Dungeons & Dragons's release, new role-playing game writers and
publishers began releasing their own role-playing games, with most of these being in the fantasy genre. Some of the earliest other
role-playing games inspired by D&D include Tunnels & Trolls (1975),[107] Empire of the Petal Throne (1975), and Chivalry &
Sorcery (1976).[108]
The role-playing movement initiated by D&D would lead to release of the science fiction game Traveller (1977), the fantasy game
RuneQuest (1978), and subsequent game systems such as Chaosium's Call of Cthulhu (1981), Champions (1982), GURPS
(1986),[109] and Vampire: The Masquerade (1991).[65][110] Dungeons & Dragons and the games it influenced fed back into the
genre's origin – miniatures wargames – with combat strategy games like Warhammer Fantasy Battles.[111] D&D also had a large
impact on modern video games.[112]
Director Jon Favreau credits Dungeons & Dragons with giving him "... a really strong background in imagination, storytelling,
[113]
understanding how to create tone and a sense of balance."
Licensing
Early in the game's history, TSR took no action against small publishers' production of D&D compatible material, and even licensed
Judges Guild to produce D&D materials for several years, such as City State of the Invincible Overlord.[114] This attitude changed in
the mid-1980s when TSR took legal action to try to prevent others from publishing compatible material. This angered many fans and
led to resentment by the other gaming companies.[65] Although TSR took legal action against several publishers in an attempt to
restrict third-party usage, it never brought any court cases to completion, instead settling out of court in every instance.[115] TSR
[116]
itself ran afoul of intellectual property law in several cases.
With the launch of Dungeons & Dragons's 3rd Edition, Wizards of the Coast made the d20 System available under the Open Game
License (OGL) and d20 System trademark license. Under these licenses, authors were free to use the d20 System when writing games
and game supplements.[117] The OGL and d20 Trademark License made possible new games, some based on licensed products like
Star Wars, and new versions of older games, such asCall of Cthulhu.
With the release of the fourth edition, Wizards of the Coast introduced its Game System License, which represented a significant
restriction compared to the very open policies embodied by the OGL. In part as a response to this, some publishers (such as Paizo
Publishing with its Pathfinder Roleplaying Game) who previously produced materials in support of the D&D product line, decided to
continue supporting the 3rd Edition rules, thereby competing directly with Wizards of the Coast. Others, such as Kenzer & Company,
are returning to the practice of publishing unlicensed supplements and ar
guing that copyright law does not allow Wizards of the Coast
to restrict third-party usage.[118]
During the 2000s, there has been a trend towards reviving and recreating older editions of D&D, known as the Old School Revival.
Game systems based on earlier editions ofD&D. Castles & Crusades (2004), by Troll Lord Games, is a reimagining of early editions
by streamlining rules from OGL.[119] This in turn inspired the creation of "retro-clones", games which more closely recreate the
original rule sets, using material placed under the OGL along with non-copyrightable mechanical aspects of the older rules to create a
new presentation of the games.
Alongside the publication of the fifth edition, Wizards of the Coast established a two-pronged licensing approach. The core of the
fifth edition rules have been made available under the OGL, while publishers and independent creators have also been given the
opportunity to create licensed materials directly for Dungeons & Dragons and associated properties like the For
gotten Realms under a
program called the DM's Guild.[120] The DM's Guild does not function under the OGL, but uses a community agreement intended to
foster liberal cooperation between the content creators.
Dungeons & Dragons has been the subject of rumors regarding players having difficulty separating fantasy from reality, even leading
to psychotic episodes.[124] The most notable of these was the saga of James Dallas Egbert III,[125] the facts of which were
fictionalized in the novel Mazes and Monsters and later made into a TV movie in 1982 starring Tom Hanks.[121][126] The game was
blamed for some of the actions of Chris Pritchard, who was convicted in 1990 of murdering his stepfather. Research by various
psychologists,[127] starting with Armando Simon, has concluded that no harmful ef
fects are related to the playing ofD&D.[128]
The game's commercial success was a factor that led to lawsuits regarding distribution of royalties between original creators Gygax
and Arneson.[129][130] Gygax later became embroiled in a political struggle for control of TSR which culminated in a court battle and
[131]
Gygax's decision to sell his ownership interest in the company in 1985.
Related products
D&D's commercial success has led to many other related products, including Dragon Magazine, Dungeon Magazine, an animated
television series, a film series, an official role-playing soundtrack, novels, and computer games such as the MMORPG Dungeons &
Dragons Online. Hobby and toy stores sell dice, miniatures, adventures, and other game aids related to
D&D and its game offspring.
In popular culture
D&D grew in popularity through the late 1970s and 1980s. Numerous games,
films, and cultural references based on D&D or D&D-like fantasies, characters
or adventures have been ubiquitous since the end of the 1970s. D&D players
are (sometimes pejoratively) portrayed as the epitome of geekdom,[132] and
have become the basis of much geek and gamer humor and satire.[133][134]
Famous D&D players include Pulitzer Prize winning author Junot Díaz,
professional basketball player Tim Duncan, comedian Stephen Colbert, and
actors Vin Diesel and Robin Williams.[135][136][137][138][139] D&D and its
fans have been the subject of spoof films, including Fear of Girls[140] and The
An example of an elaborateD&D game in
Gamers: Dorkness Rising.[141]
progress. Among the gaming aids shown
are dice, a variety of miniatures and a
See also dungeon diorama.
Notes
1. "D&D Basic Set" (http://www.acaeum.com/ddindexes/setpages/basic.html). Rulebooks and Sets. acaeum.com.
Retrieved 16 May 2013.
2. Mead, Malcomson; Dungeons & Dragons FAQ
3. Birnbaum 2004
4. Williams, Hendricks & Winkler 2006introduction
5. "Frankly, the difference in sales between Wizards and all other producers of roleplaying games is so staggering that
even saying there is an 'RPG industry' at all may be generous." Cook; "The Open Game License as I see it".
6. Gygax; "From the Sorcerer's Scroll" inThe Dragon #26.
7. Slavicsek; Ampersand: Exciting News!
8. Johnson, et al.; 30 Years of Adventure, p. 253.
9. "Dungeons & Dragons Enters a Pivotal Y ear with Tyranny of Dragons" (https://web.archive.org/web/2014052103161
0/http://company.wizards.com/content/tyranny-dragons-coming). Wizards.com. 2014-05-19. Archived fromthe
original (http://company.wizards.com/content/tyranny-dragons-coming) on 2014-05-21. Retrieved 2013-05-20.
10. According to a 1999 survey in the United States, 6% of 12- to 35-year-olds have played role-playing games. Of those
who play regularly, two thirds play D&D. (Dancey; Adventure Game Industry Market Research Summary)
11. Products branded Dungeons & Dragons made up over fifty percent of the RPG products sold in 2005. (Hite; State of
the Industry 2005)
12. Waters; What happened to Dungeons and Dragons?
13. Waldron; Role-Playing Games and the Christian Right
14. Waskul, Lust; "Role-Playing and Playing Roles" in Caliber 27 (3)
15. Slavicsek, Baker; Dungeons & Dragons for Dummiesp. 268
16. Bethke, Erik (2003). Game development and production. Wordware Game Developer's Library. Wordware
Publishing, Inc. p. 12. ISBN 1-55622-951-8.
17. Tweet, Cook, Williams; Player's Handbook v3.5, p. 5
18. Williams, Hendricks & Winkler 2006"The Role-Playing Game and the Game of Role-Playing"
19. Spade, Joan Z.; Ballantine, Jeanne H. (2011). "Meso-Level Agents of Gender Socialization".
Schools and Society: A
Sociological Approach to Education(https://books.google.com/books?id=qEdLrFqMBfkC&pg=P A294) (4 ed.). Pine
Forge Press. p. 294. ISBN 1-4129-7924-2.
20. "Encounters are to adventures what adventures are to campaigns" (Cook, Williams,weet;
T Dungeon Master's Guide
v3.5., p. 129)
21. Rouchart & Aylett 2003, p. 245.
22. Cook, Williams, Tweet; Dungeon Master's Guidev3.5., p. 4
23. Rouchart & Aylett 2003, p. 245–46.
24. Slavicsek, Baker; Dungeons & Dragons for Dummiesp. 293
25. Rouchart & Aylett 2003, p. 246.
26. Cook, Williams, Tweet; Dungeon Master's Guidev3.5., p. 98
27. Gygax; Dungeon Masters Guidep. 114
28. Tweet, Cook, Williams; Player's Handbook v3.5, p. 114
29. Mohan; Wilderness Survival Guide
30. Tweet; Dungeons & Dragons Basic gamep. 32
31. Wizards of the Coast; What isD&D?
32. Slavicsek, Baker; Dungeons & Dragons for Dummiesp. 363
33. The original game used 3d6 in the order rolled (Gygax, Arneson;Dungeons & Dragons). Variants have since been
included (Gygax; Dungeon Masters Guide, p. 11) and the standard for 3rd edition is "rolling four six-sided dice,
ignoring the lowest die, and totaling the other three" (T
weet, Cook, Williams; Player's Handbook [3.0], p. 4),
arranging the results in any order desired. 4th edition allows for a "point buy" system.
34. Tweet; Dungeons & Dragons Basic Gamep. 24
35. Tweet, Cook, Williams; Player's Handbook v3.5, p. 62
36. Tweet, Cook, Williams; Player's Handbook v3.5, p. 136
37. "Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the
effect." There is identical language in sections titled 'Saving Throws' in (Tweet 2000:119).
38. Tweet, Cook, Williams; Player's Handbook (3.0), pp. 119–120
39. Cook, Williams, Tweet; Dungeon Master's Guidev3.5., p. 197
40. Early editions did not allow or had severe penalties for changing alignment (Gygax;
Dungeon Masters Guide, p. 24)
but more recent versions are more allowing of change. (Cook, Williams,weet;
T Dungeon Master's Guidev3.5., p.
134)
41. Tweet, Cook, Williams; Player's Handbook v3.5, p. 59
42. Gygax; Dungeon Masters Guide, p. 84
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Scribner. ISBN 978-1-4516-4050-2. OCLC 800031925. Includes a suggested reading list on pages 255–256.
Fannon, Sean Patrick. The Fantasy Roleplaying Gamer's Bible, 2nd Edition
. Obsidian Studios, 1999.ISBN 0-
9674429-0-7
Garfield, Richard (2007). "Dungeons & Dragons". InLowder, James. Hobby Games: The 100 Best. Green Ronin
Publishing. pp. 86–89. ISBN 978-1-932442-96-0.
Gilsdorf, Ethan (2009). Fantasy Freaks and Gaming Geeks. Lyons Press. ISBN 978-1-59921-480-1.
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External links
Official website
Dungeons & Dragons at Curlie (based on DMOZ)
Off Book (June 20, 2013). "Dungeons & Dragons and the Influence of Tabletop RPGs". PBS.
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