http://choisey.free.fr/3.5/Core/Indexed%20Player%20Handbook%20v3.5.pdf
The link above is the Player’s Handbook (Version 3.5).
Essential things you must know in order to play.
The GameThe game consists of a DM (Dungeon Master) whose job is to create situations for the 3-5 (best number) players to react to through their characters. It is also the Dungeon Master’s job to abjudicate any given situation and/or direct the game play. It is the players job to have their character act in accordance with the character description (note, this does not equate to themselves as a person). There is no win/loss per say - the goal of the player is to keep their character alive. The goal of the DM is for all players to have fun.
Rules for the game.
● There are four core rulebooks (Monster Manual, Dungeon Master’s Guide, Player’s Handbook, Expanded Psionic Handbook (if the game includes Psionics….which mine does but the classes, etc. will not be available in this training run….) and numerous others (I have at least 20)…..
● House Rules - often, experienced DM’s have their own take on some of the rules…..I have several….that would be explained during play.
● The rulebook that is important to players is the Player’s Handbook. A link is below. Read my overall description, then go to this link to read more details on these aspects.
http://choisey.free.fr/3.5/Core/Indexed%20Player%20Handbook%20v3.5.pdf
It is VERY IMPORTANT that the players do not confuse themselves with the characters. Role-playing is just that; players make the characters behave according to the
description of the character. Character descriptions DO NOT equal player descriptions!
House Rule #1: No Evil Characters UNLESS all players are well experienced.
The game is more enjoyable most of the time when players are working towards a common goal. Strife within the party can, and should exist, between differing alignments. However, the good/evil schism is so wide that they are not compatible. Hence, we will avoid this.
House Rule #2: Given sufficient Skill Points to use, you can increase a skill more than 4/level. I ignore the cap of 4 skill points (max) that can be gained per level in any given skill. It is my philosophy that some DO specialize. Take a look at the olympics, for example... House Rule #3: The DM will assign a penalty to the Initiative based on the weapon size/weight. House Rule #4: Big creatures pack a wallop when hitting a character.
Description of Characters
Characters are described by 6 statistics, a class, a race, and an alignment initially. A host of other statistics are then based on these choices.
Character Statistic
s● Strength - important for fighters of any kind. Modifies to hit rolls and damage dealt ● Intelligence - most important for wizards. Modifies spell level ability and save difficulty
for Wizard spell. Important for language and skill acquisition.
● Wisdom - important for Monks, Clerics, Druids. Modifies spell level ability and save difficulty for Cleric spells. Describes willpower as well - modifies will saves.
● Dexterity - Describes agility, balance. important for Monks, Rogues. Modifies armor class, to hit for ranged weapons, and ability to dodge certain spells
● Constitution - How tough you are. Important for Barbarians. modifies Hit Points and fortitude saves.
● Charisma - Describes personal appearance, leadership, etc. Important for Paladins, Sorcerers.
(Base) Classes
1. Fighter - as it sounds….technical fighters that wear armor and wield specialized weapons. Generally, fighters engage a foe head on and protect the spell casters and scouts.
a. Barbarian - Emotional fighter, doesn’t wear armor but rages for extra attacks/damage.
b. Ranger - Aragorn (Lord of the Rings) is a Ranger. A fighter subclass that specializes in two weapon fighting and/or archery and woodland skills. Usually doesn’t wear much armor.
c. Paladin - Lancelot and King Arthur are Paladins. Usually, a protectorate of a realm/ideology and associated strongly with a Deity.
2. Cleric - A priest that is primarily dedicated to the spreading of a particular deity. Spells are usually defensive and/or curative. Capable of wearing armor, they are reasonable fighters and can turn undead.
a. Druid - A priest of nature. Specializes in woodland knowledge.
3. Rogue - a sneaky character, often the scout of the party. Specializes in skills such as disarm trap, open lock. Doesn’t wear armor.
5. Sorcerer - uses Arcane magic instinctively. Fewer spells but can be used more often each day. Although Gandalf was referred to as a Wizard, he was actually more of a Sorcerer.
6. Wizard - Has multiple spells in a spellbook; prepares some of them each day.
Alignment
Alignments describe the philosophical approach of the character. Law vs. Chaos. Good vs. Evil. Clerics are most often the alignment of their Deity, as are Paladins. Druids are most often Neutral. Rogues are rarely Lawful.
● Lawful-Good - “Crusader”. Character protects the innocent, follows laws. A champion of what is right and good as defined by the laws they were born into and/or their Deities perspective.
● Neutral-Good “Benefactor”. - tries to do the right thing in all circumstances...devoted to helping others.
● Chaotic-Good “Rebel”- follows their own code, a champion of the downtrodden. Has little use for laws and regulations that step on the little guy. Unfairness is abhorrent to them.
● Neutral “Undecided” - balance is good. Balance is necessary. Evil and Good both have their place as do laws and chaos. What is important is to maintain the balance.
● Lawful-Neutral “Judge” - Laws must be present to maintain order. It is not important as to whether the order is good, or evil, only that it exists.
● Chaotic-Neutral “Free Spirit” - whimsical….how they view things depends on the moment. Indeed, CN characters often roll a die at the start of the day to see what alignment they follow for the day. Complete nutters are always CN.
● Neutral-Evil “Malefactor” - The most selfish person you can imagine whose aims are ALWAYS centered on themselves is NE. They are willing to do ANYTHING to advance their own cause.
● Chaotic-Evil “Destroyer”. A Demon is CE. Bullies and cowards who are sadistic and enjoy torture. Dedicated to the destruction of life and beauty.
● Lawful-Evil “Diabolical Dominator” - A devil is LE. Diabolical and Machiavellian in nature. Takes what they want without regard for others.
Races
● Human - not specialized at anything, but capable of learning any class, etc. The most likely to deviate from a norm in alignment or statistic.
● Elf - usually intelligent and agile, but smaller than a human. Most likely to be a Wizard (Elrond) and/or Ranger (Legolas).
● Dwarf - short, but very muscular and tough. Nearly all Dwarfs are fighters, or Clerics. ● Hafling (Hobbit) - small, agile, and possessing strong will. Usually Rogues.
● Half-Elf - behave/etc. According to the parent they most resemble. ● Gnome - small, usually wizards - especially Illusionists, or sorcerers.
Other descriptors
Level - as characters gain experience (as noted by experience points awarded by the DM) they become more powerful. Their power is described by the level.
Armor Class - how hard it is to hit the character with a melee (weapon) when surprised (flat-footed AC) by touch (touch AC) or generall attack (AC).
Attack - how well a character can use a weapon (or touch) against another. There will be a descriptor for each weapon used.
Save - avoid some damage/effect. Three types, Reflex (area affect usually), Will (mind effect), Fortitude (toughness based).
Hit Points - How much damage (as inflicted by weapon, spell, etc.) a character can take before being killed. (0 is unconscious but will recover; -1 to -9 is dying but could be stabilized by a heal or magically brought to at least zero; -10 is dead, character is gone unless magically raised) Initiative - how quickly a character can react.
Move - how many feet your character can move in a standard action.
Spell Resistance - ability to just ignore magical effects; rare for a character to have.
Damage Reduction - Ability to ignore certain types of damage - again, rare for a character to have.
Class Skills - Things a character has learned like hiding, climbing, swimming, detecting traps, etc. These skills are chosen and increased by players as their character gains levels.
Feats - extraordinary things a character can do. Again, these are chose by the player as their character gains levels.
Spells - If a character has any…..These spells are written down on the character sheet. They are fully described in the Player’s Handbook (see link above).
Special Abilities - Determined by Class and described in the Player’s Handbook. Equipment - Chosen by player, they drive the AC, Attack, Damage statistics.
Quirk
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House Rule
, if desired, player can roll randomly on a chart…..sometimes they are great,other times they are not so great.
The Character Party
The best party is comprised of 4-6 characters of differing classes and played by 3-5 players. An experienced DM can run a game with more characters and players, but, as the number is increased the game slows down. This is especially true as the character levels increase and are capable of increasingly difficult things to abjudicate (by the DM). The best party is one that is well balanced. It is difficult to not have a healer (Cleric), scout (Rogue or Ranger), someone to address magical threats, etc. (Wizard or Sorcerer) and at least one fighter to keep the bad guys occupied while they do background stuff (like heal, or cast a spell). The greater the collective skill of the party, the more powerful the party is.
1. DM provides description of surrounding and a problem to consider and/or some background re: situation player characters find themselves in….
2. Players ask questions of the DM as befitting their characters; DM responds with specific answers
3. The player characters dialog amongst themselves. A course of action is determined and relayed to the DM.
4. Repeat the steps 1-4.
Encounter scenario.
1. DM informs a character they have “spotted” something and/or surprises character with something (like a trap, or an attacking monster).
2. Initial action abjudicated, followed by an inititiative roll by all characters (and the opponent -DM rolls).
3. DM asks players for their action in the order the initiative was rolled. Each action is abjudicated in turn.
Actions that players can take….There are many….here is a short very basic version. Full-Attack option; more up to 5 feet (before or after) and make all attacks (more than one if character can).
OR two Standard actions
Standard action = move or attack. You can move and attack (once), or attack (once) and move. Cast spell = either a full round action or a standard action (usually)
Free action = saying something, dropping something.