This sticky is meant to simply cover some of the most basic of the game mechanics, something that, were I talking to you in real life, I would do through a small, tutorial type game. Sort of like in video games where they teach you how to do every single little thing the first time you play.

There will likely be another thread made by me later on to discuss other, less simple aspects of the game, some of which I have mentioned below.

Die rolling notation

If you sift through any Dungeons and Dragons rulebook, or even this subforum, you may notice a strange notation, which represents rolling dice. The notation goes as follows:

[number of dice]d[die type]

For example, the greatsword that my elven barbarian had in the "How to make a character" sticky dealt 2d6 damage. This means that in order to determine damage, I would roll two six-sided dice, and add any bonuses (such as a strength bonus) to the damage.

If there happens to be no number in front of the notation indicating number of dice, it usually means only to roll one die.

Basic combat

In Dungeons and Dragons, combat and movement are set up on a grid with 5' x 5' squares (not literally, but each combatant has their own space to move around in). Medium creatures (such as the base humanoids) take up a single square, while larger creatures take up more spaces, and smaller creatures take up less than a square. To keep things simple, combat examples will be illustrated as if all combatants are Medium sized.

Combat goes through a series of rounds much like a video game RPG would, separated into turns for each combatant. Each combatant has many options (usually) with what they can do with their turn, but this section will only deal with basic combat - attacking, with both melee and ranged weapons, and casting spells.

First of all, in order to attack with a melee weapon, you usually need to be in a square adjacent to your target. However, some melee weapons such as the spear can be used in a melee form from a distance, and these weapons are referred to as reach weapons. Once you're next to your intended target, you need to see if you hit them with your weapon. Roll a d20, and add the attack bonus for the weapon. If you match or beat the opponent's armour class, then you hit them. Then, you roll damage, according to the weapon.

Ranged weapons are nearly the same, except they have a reach and you need to be within that range of the target. As before, you roll an attack roll, and if you hit, roll damage. Damage with a ranged weapon doesn't add your strength bonus, and the attack bonus is determined by your dexterity modifier. These are key differences.

Remember the critical section in the weapon entry? Well, if, when you're attacking, you roll something in between the number range noted, you automatically hit. But, then you roll another attack roll to see if you beat your opponent's armour class. If you do, then you've scored a critical, and you multiply weapon damage (including any strength bonus) by the number indicated after the critical range.

For example, my elven barbarian (from the "How to make a character" sticky) uses a greatsword. There's an orc next to her, so she swings her sword. I roll a 19, which is a critical threat for a greatsword, and then roll again and hit the orc's armour class. I roll damage, which comes out to 9 (roll of 6 + 3 bonus), but since it's a critical, the attack does double damage (represented by the greatsword's x2 critical multiplier). So, she deals 18 damage.

Spells on the other hand can be quite a bit different. Some spells are simply cast, such as buffs, others must be cast and aimed with an attack roll, while others are cast and the target must make a saving throw in order to determine how the spell affects them.

For instance, a wizard casts cone of cold in front of him. This spell affects an area in the shape of a triangle with one point being the source of the spell (the caster), and spreading out to 60 ft long. There are three creatures within the area, and they all must make a reflex save against the spell. One fails, and two pass, so the two that pass only take half the damage of the spell.

Later in the same battle, someone in the party is injured, and the cleric runs over to heal him. He touches the wounded fighter and casts cure light wounds. The player needs to do nothing except roll how much damage the spell healed.


There are other things that make casting spells more complex, such as spell resistance, energy immunities, and such, but those will be discussed in the second sticky of this set.

Skill Checks

Skills checks are fairly simple. If you need to use a skill, you simply roll a d20, and add your total bonus in that skill to the result.

A player named Andrew is playing a half-elf rogue. He knows his character should check the floors and walls of the dungeon his party is in for traps, so his character goes wandering off in front of the party. Andrew rolls his d20, and comes up with a result of 14. His rogue has a total bonus in search of 9 (for 6 skill ranks, and his +3 intelligence modifier), and has a total of 23. He finds a trap in the wall the would have shot poisoned darts out had they walked past it, and then disables it, making another skill check (disable device, this time).

Some skill checks are a bit more complex, and will be discussed in the second thread.