Basics

Advanced Dungeons & Dragons 2nd Edition (AD&D 2E), published by TSR in 1989, is one of the most iconic tabletop roleplaying systems. Here’s a breakdown of its basic concepts:


1. Core Rulebooks

  • Player’s Handbook (PHB): Rules for character creation, spells, and gameplay mechanics.
  • Dungeon Master’s Guide (DMG): Advice, treasure tables, optional rules, and tools for running the game.
  • Monstrous Compendium: A collection of creatures, from goblins to dragons, used in the game.

2. Core Mechanics

  • Dice: The game uses a variety of polyhedral dice (d4, d6, d8, d10, d12, d20) to determine outcomes.
  • d20 Rolls: Most checks (like attacks or saving throws) involve rolling a d20 and comparing the result to a target number.
  • THAC0 (To Hit Armor Class 0): A system for determining if an attack hits. Lower THAC0 and Armor Class (AC) values are better.
  • Formula: THAC0 - Enemy AC = Number needed to hit on a d20

3. Character Creation

  • Ability Scores: Characters have six primary attributes, rolled using 3d6 or 4d6 (drop the lowest).
  • Strength (STR): Physical power.
  • Dexterity (DEX): Agility and reflexes.
  • Constitution (CON): Health and endurance.
  • Intelligence (INT): Reasoning and memory.
  • Wisdom (WIS): Perception and insight.
  • Charisma (CHA): Influence and social skills.
  • Races: Options include humans, elves, dwarves, halflings, half-elves, and gnomes. Each race has unique traits and limitations.
  • Classes: Defines a character’s role, such as Fighter, Cleric, Wizard, Rogue, or hybrids like Ranger or Paladin.
  • Each class has specific requirements, abilities, and XP progression.
  • Alignment: Moral and ethical orientation of a character, combining Law-Chaos and Good-Evil axes (e.g., Lawful Good, Chaotic Neutral).

4. Game Mechanics

  • Combat:
  • Initiative: Determines who acts first in a round (d10 roll + modifiers).
  • Actions: Players can move, attack, cast spells, etc.
  • Saving Throws: Rolls made to resist specific effects (e.g., poison, spells).
  • Non-Weapon Proficiencies: Skills like Riding, Tracking, and Swimming. These add depth to non-combat activities.
  • Magic:
  • Spells are divided into schools for Wizards and spheres for Clerics.
  • Magic is prepared in advance (Vancian magic system).

5. Experience Points (XP) and Leveling

  • Characters earn XP for defeating enemies, solving problems, and roleplaying.
  • Each class has unique XP requirements for level progression.

6. Exploration

  • Movement and resource management (e.g., rations, torches) are key parts of the game.
  • Adventuring involves exploration, puzzles, and environmental hazards.

7. Dungeon Master (DM) Role

  • The DM narrates the story, adjudicates rules, and controls NPCs and monsters.
  • Prepares adventures or runs modules like Keep on the Borderlands.


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