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Basic Rules

The d20, ability checks, attack rolls, saving throws, and advantage and disadvantage.

How to Play Basic Rules

Basic Rules

How to Play

The play of the Dungeons & Dragons game unfolds according to this basic pattern:

The DM Describes the Environment

The Dungeon Master (DM) tells the players where their adventurers are and what’s around them, presenting the basic scope of options available (such as how many doors lead out of a room, what’s on a table, who’s in the tavern, etc.).

The Players Describe Their Actions

Players then describe what they want to do. Sometimes one player speaks for the whole party, saying something like, “We’ll take the east door.” Other times, different adventurers might engage in separate actions: one might search a treasure chest while another examines an esoteric symbol on a wall, and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to resolve those actions. Sometimes, resolving a task is straightforward. If an adventurer wants to walk across a room and open a door, the DM might simply say that the door opens and describe what lies beyond. However, the door could be locked, the floor might conceal a deadly trap, or some other circumstance might complicate the task. In those cases, the DM determines what happens, often relying on the roll of a die to decide the outcome of an action.

The DM Narrates the Results

After the players take action, the DM narrates the results. This description often leads to another decision point, bringing the flow of the game right back to step 1. This pattern holds whether the adventurers are cautiously exploring a ruin, conversing with a devious prince, or engaged in mortal combat against a mighty dragon. In certain situations, particularly during combat, the action is more structured, and players (and the DM) take turns choosing and resolving actions. However, most of the time, play is fluid and flexible, adapting to the circumstances of the adventure. Much of the adventure takes place in the imagination of the players and the DM, relying on the DM’s verbal descriptions to set the scene. Some DMs like to use music, art, or recorded sound effects to enhance the mood, and many players and DMs adopt different voices for the various adventurers, monsters, and characters they portray. Occasionally, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene, helping players keep track of their positions.

Game Dice

The game uses polyhedral dice with different numbers of sides, which can be found in game stores and many bookstores. The different dice are referred to by the letter "d" followed by the number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube used in many games). Percentile dice, or d100, work differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) provides the tens digit, while the other provides the ones digit. For example, rolling a 7 and a 1 results in a total of 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, etc.), making it easier to distinguish between the tens and ones digits. In this case, a roll of 70 and 1 gives 71, while 00 and 0 gives 100.

When you need to roll dice, the rules specify how many dice of a certain type to roll and what modifiers to add. For example, “3d8 + 5” means you roll three eight-sided dice, add the results together, and then add 5 to the total. The same notation applies to expressions like “1d3” and “1d2.” To simulate a roll of 1d3, roll a d6 and divide the number rolled by 2 (rounding up). To simulate a roll of 1d2, roll any die and assign a 1 or 2 to the result depending on whether it was odd or even. Alternatively, if the number rolled exceeds half the number of sides on the die, it counts as a 2.

The D20

Does an adventurer’s sword swing hurt a dragon, or does it just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or do they take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided die, or d20, to determine success or failure.

Every character and monster in the game has capabilities defined by six ability scores: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). These scores typically range from 3 to 18 for most adventurers, although monsters might have scores as low as 1 or as high as 30. These ability scores, along with the ability modifiers derived from them, form the basis for almost every d20 roll that a player makes on a character’s or monster’s behalf.

Ability checks, attack rolls, and saving throws are the three main types of d20 rolls, forming the core of the game’s rules. All three follow these simple steps:

  1. 1.

    Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character’s particular skill.

  2. 2.

    Apply circumstantial bonuses and penalties. A class feature, a spell, a particular circumstance, or some other effect might provide a bonus or penalty to the check.

  3. 3.

    Compare the total to a target number. If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it’s a failure. The DM usually determines target numbers and informs players whether their ability checks, attack rolls, and saving throws succeed or fail.

The target number for an ability check or a saving throw is called a Difficulty Class (DC), while the target number for an attack roll is called an Armor Class (AC). This simple rule governs the resolution of most tasks in D&D play. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater.

Advantage and Disadvantage

Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when making the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage.

For example, if you have disadvantage and roll a 17 and a 5, you would use the 5. If you have advantage and roll those numbers, you would use the 17.

What are the Different Types of Dice Rolls?

There are three types of dice rolls we have talked about using a d20 in this chapter; Ability Checks, Attack rolls, and Saving throws. This section will explain what all of those are, how they work, and what to add to them. Ability Checks, Attack Rolls, and Saving Throws all fall under the umbrella term: D20 test.

Ability Checks

An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a ground, or deciphering a cipher. The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the result.

An example would be your character telling the guard at the entrance to a party being thrown at the royal palace that you left your invitation at home and to let you in anyways. The DM would then ask for either a Persuasion or Deception check depending on how true your statement is. You would then roll for the asked for check and see if the guard believes you or not.

On your character sheet you should see modifiers for each type of check you can make. Whether that check is for a general ability score like STR or CHA, or a specific type like Stealth or Persuasion, the process is the same. When asked to make a check, you will look at your sheet and see what number is associated with that score. After making your dice roll, add that number to your roll and that is the result you report. This number is calculated in the same way Proficiency is calculated, which is explained in another section. When creating your character, you will choose skills you are proficient in and those skills will get an additional boost equal to your proficiency modifier.

So to wrap that all up, the DM asks for an ability check. You respond by rolling a d20, adding the associated ability score, then reporting that number to the DM. The DM then tells you what happens in response to your number.

Attack Rolls

An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target’s Armor Class (AC). Attack rolls usually occur in battle, but the DM might also ask for an attack roll in other situations, such as an archery competition.

When making attack rolls, you add a certain ability modifier depending on the weapon type. For Melee attacks or Unarmed attacks use STR, for Ranged attacks with a weapon use DEX, and for Spells the Ability will depend on the Spellcaster’s spellcasting ability. Some features let you use other abilities modifiers. For example, weapons with the Finesse property allow you to use DEX or STR.

In addition to your ability modifier, if you are using a weapon that you are proficient with, you will add your proficiency modifier to your roll. Some weapons will also have a modifier for the weapon that will add an additional bonus to your roll. Such as a weapon adding +1 to your attack.

There is one more fun thing to keep in mind. When rolling a 20, that is considered an automatic success, and rolling a 1 is considered an automatic failure. This is in lue of any bonuses or ability scores. Rolling a 20 is also considered a “Critical Hit”. When you roll a 20 or 1, you will report to the DM that you have rolled a “Natural 20” or “Natural 1” (which is often shortened to “Nat 20” or “Nat 1”). If you roll a dice and get a 15, then add a +5 with your ability score and proficiency bonus, you would report that as a “Dirty 20”. This is because you got a 20, but not on the dice roll so it doesn’t count as a critical hit.

Saving Throws

A saving throw, also called a save, represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You don’t normally choose to make a save; you must make one because your character is at risk. A save’s result is detailed in the effect that caused it. If you don’t want to resist the effect, you can choose to fail the save without rolling.

Saving throws are named for the ability modifiers they use: a CON saving throw, a WIS saving throw etc. Different saving throws are used to resist different kinds of effects. The DM will tell you which kind of throw to perform. When making a saving throw, you will add the associated saving throw modifier found on your character sheet.