Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game by Wizards RPG Team

By Wizards RPG Team

The 3rd of 3 middle rulebooks for the 4th variation Dungeons & Dragons® Roleplaying Game.The Dungeons & Dragons Roleplaying video game has outlined the medieval delusion style and the tabletop RPG for greater than 30 years. within the D&D video game, gamers create characters that band jointly to discover dungeons, slay monsters, and locate treasure. The 4th version D&D ideas supply the very best play event via offering intriguing personality concepts, a sublime and powerful ideas method, and convenient storytelling instruments for the Dungeon Master.The Dungeon Master's consultant offers the Dungeon grasp worthy instruments to construct interesting encounters, adventures, and campaigns for the 4th variation Dungeons & Dragons Roleplaying online game, in addition to suggestion for working nice video game periods, ready-to-use traps and non-player characters, and extra. furthermore, it offers a completely special city which can function a place to begin for any D&D video game.

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Extra resources for Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition

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Use a limited damage expression, comparable to a monster’s special powers, for one-time damaging effects or massive damage. Example: Shiera the 8th-level rogue wants to try the classic swashbuckling move of swinging on a chandelier and kicking an ogre in the chest on her way down to the ground, hoping to push the ogre into the brazier of burning coals behind it. An Acrobatics check seems reasonable. This sort of action is exactly the kind of thinking you want to encourage, so you pick an easy DC: The table says DC 15, but it’s a skill check, so make it DC 20.

FALL SEVERITY BY CHARACTER LEVEL Level 1st–5th 6th–10th 11th–15th 16th–20th 21st–25th 26th–30th Painful 20 ft. 30 ft. 40 ft. 60 ft. 80 ft. 90 ft. Perilous 30 ft. 50 ft. 70 ft. 90 ft. 110 ft. 130 ft. Deadly 40 ft. 70 ft. 110 ft. 140 ft. 170 ft. 200 ft. indd 44 3/12/08 4:10:15 PM Fighting underwater is tricky business for landdwelling adventurers and creatures. Water provides resistance against movement, swirling currents grab and drag a swimmer along, and tempestuous waters immobilize all but expert swimmers.

DETERMINING COVER FOR RANGED ATTACKS ✦ Attacker’s Burden: For ranged attacks, the attacker has to prove that he has a clear shot. That proof consists of one corner in his space that has clear lines to every corner of the target’s space. ✦ Choose a Corner: The attacker chooses one corner of a square he occupies, and draws imaginary lines from that corner to every corner of any one square the defender occupies. If none of those lines are blocked by a solid object or an enemy creature, the attacker has a clear shot.

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