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1 DUNGEONS & DRAGONS® Rules for Fantastic Medieval Role Playing Adventure Game Campaigns Playable with Paper and Pencil and Miniature Figures By Gary Gygax and Dave Arneson Edited by Eric Holmes for Jeff and Chris © 1974, 1977 TACTICAL STUDIES RULES 2nd PRINTING, JANUARY 1978 TSR HOBBIES, INC. POB 756 LAKE GENEVA, Wl 53147 2 PREFACE This book is based upon the original work published in 1974 and three supplementary booklets published in the two year period af- ter the initial release of DUNGEONS & DRAGONS. It is aimed solely at introducing the reader to the concepts of fantasy role playing and the basic play of this game. To this end it limits itself to basics. The rules contained herein allow only for the first three levels of player progression, and instructions for the game referee, the “Dungeon Master,” are kept to the minimum necessary to allow him to con- duct basic games. This is absolutely necessary because the game is completely open-ended, is subject to modification, expansion, and interpretation according to the desires of the group participating, and is in general not bounded by the conventional limitations of other types of games. This work is far more detailed and more easily understood than were the original booklets nonetheless, for with it, and the other basic components of the game, any intelligent and imaginative person can speedily understand and play DUNGEONS & DRAGONS as it was meant to be played. Players who desire to go beyond the basic game are directed to the ADVANCED DUNGEON & DRAGONS books. We wish to extend our sincere thanks to the following individuals who helped to make this possible through their idea contributions: Brian Blume, Ernie Gygax, Tim Kask, Jeff Key, Rob Kuntz, Terry Kuntz, Alan Lucien, Steve Marsh, Mike Mornard, and Jim Ward. 3 FOREWORD FROM THE ORIGINAL EDITION terrain before the affair begins. The third booklet of this set will be of great help in this respect, for a number of ONCE UPON A TIME, long, long ago there was a little helpful suggestions regarding how to accomplish it all group known as the Castle and Crusade Society. have been given in order to help you accomplish the Their fantasy rules were published, and to this writer’s task with a minimum of time and effort. [This informa- knowledge, brought about much of the current inter- tion is now included in the single book you have in your est in fantasy wargaming. For a time the group grew hand.] There should be no want of players, for there and prospered, and Dave Arneson decided to begin is unquestionably a fascination in this fantasy game — a medieval fantasy campaign game for his active Twin evidenced even by those who could not by any stretch Cities club. From the map of the “land” of the “Great of the imagination be termed ardent wargamers. The Kingdom” and environs — the territory of C & C Society longevity of existing campaigns (notably “Blackmoor” — Dave located a nice bog wherein to nest the weird in the Twin Cities and “Greyhawk” in Lake Geneva) and enclave of “Blackmoor,” a spot between the “Giant the demand for these rules from people outside these Kingdom” and the fearsome “Egg of Coot.” From the campaigns point towards a fantastic future. Tactical CHAINMAIL fantasy rules he drew ideas for a far more Studies Rules (now TSR Hobbies, Inc.) believes that of all complex and exciting game, and thus began a cam- forms of wargaming, fantasy will soon become the ma- paign which still thrives as of this writing! In due course jor contender for first place. The section of this booklet the news reached my ears, and the result is what you entitled Scope (now covered in the INTRODUCTION) will have in your hands at this moment. While the C & C So- provide an idea of just how many possibilities are inher- ciety is no longer, its spirit lives on, and we believe that ent in DUNGEONS AND DRAGONS. all wargamers who are interested in the medieval pe- These rules are strictly fantasy. Those wargamers who riod, not just fantasy buffs, will enjoy playing DUNGEONS lack imagination, those who don’t care for Burroughs’ AND DRAGONS. Its possibilities go far beyond any previ- Martian adventures where John Carter is groping ous offerings anywhere! through black pits, who feel no thrill upon reading How- ard’s Conan saga, who do not enjoy the de Camp While it is possible to play a single game, unrelated to & Pratt fantasies or Fritz Leiber’s Fafhrd and the Gray any other game events past or future, it is the cam- Mouser pitting their swords against evil sorceries will not paign for which these rules are designed. It is relatively be likely to find DUNGEONS AND DRAGONS to their simple to set up a fantasy campaign, and better still, it taste. But those whose imaginations know no bounds will cost almost nothing. In fact you will not even need will find that these rules are the answer to their prayers. miniature figures, although their occasional employ- With this last bit of advice we invite you to read on and ment is recommended for real spectacle when battles enjoy a “world” where the fantastic is fact and magic are fought. A quick glance at the Equipment section really works! of this booklet will reveal just how little is required. You have everything needed with this edition of the game E. Gary Gygax except pencil and paper. The most extensive require- TSR Hobbies, Inc. ment is time. The campaign referee will have to have 1 November 1973 sufficient time to meet the demands of his players, he Lake Geneva, Wisconsin will have to devote a number of hours to laying out the maps of his “dungeons” and upper 4 TABLE OF CONTENTS INTRODUCTION ................................................................................................................................................................................6 HOW TO USE THIS BOOK ..................................................................................................................................................................6 CREATING CHARACTERS ................................................................................................................................................................6 TABLE OF BONUS AND PENALTIES DUE TO ABILITY ........................................................................................................................7 ADJUSTING ABILITY SCORES ............................................................................................................................................................7 COST OF WEAPONS AND EQUIPMENT...........................................................................................................................................8 ADDITIONAL CHARACTER CLASSES ...............................................................................................................................................8 “HOPELESS CHARACTERS” ..............................................................................................................................................................9 NUMBERS OF CHARACTERS ............................................................................................................................................................9 NON-PLAYER CHARACTERS ............................................................................................................................................................9 CHARACTER ALIGNMENT ................................................................................................................................................................9 LANGUAGES ..................................................................................................................................................................................10 TIME AND MOVEMENT IN THE DUNGEONS ..................................................................................................................................10 MOVEMENT TABLE ........................................................................................................................................................................10 LIGHT ...............................................................................................................................................................................................10 TRAPS, CLOSED DOORS, HIDDEN DOORS, SURPRISES, WANDERING MONSTERS ....................................................................11 WANDERING MONSTER TABLE ......................................................................................................................................................11 HOSTILE/FRIENDLY REACTION TABLE ............................................................................................................................................12 EXPERIENCE POINTS AND EXPERIENCE LEVELS ...........................................................................................................................12 CLERICAL ABILITIES. ........................................................................................................................................................................13 CLERICS VS. UNDEAD TABLE ........................................................................................................................................................13 USE OF THE WORD “LEVEL” ..........................................................................................................................................................13 MAGIC SPELLS ................................................................................................................................................................................14