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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