Difference between revisions of "Self-play: a D&D Tutorial"

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This character has a "[[Strength (ability stat)#Adjustment and Percentile Strength|percentile strength]]," which was an AD&D metric; this is explained in the link.  The unexpectedly high number of [[Hit Points|hit points]] are a combination of Arliss being given maximum points on the die rolled for a fighter (d10), +3 for his 17 constitution, and a d8 rolled [[Hit Points per Die|for his mass]], or weight; the link for hit points explains the difference between "bodily units" and "training" with regards to this composite number.  I rolled an "8" on the die for his mass.  As a fighter he starts with 4 proficiencies, but his equipment only includes two of the weapons he's able to use without penalties.  As a fighter, he can use any weapon, but he's -2 to hit with any weapon not included in his proficiencies.
 
This character has a "[[Strength (ability stat)#Adjustment and Percentile Strength|percentile strength]]," which was an AD&D metric; this is explained in the link.  The unexpectedly high number of [[Hit Points|hit points]] are a combination of Arliss being given maximum points on the die rolled for a fighter (d10), +3 for his 17 constitution, and a d8 rolled [[Hit Points per Die|for his mass]], or weight; the link for hit points explains the difference between "bodily units" and "training" with regards to this composite number.  I rolled an "8" on the die for his mass.  As a fighter he starts with 4 proficiencies, but his equipment only includes two of the weapons he's able to use without penalties.  As a fighter, he can use any weapon, but he's -2 to hit with any weapon not included in his proficiencies.
  
For the present, we'll suspend the use of money, purchasing equipment and starting capital.  I have assigned basic equipment for Arliss' use instead.  "Sufficient food" means that for the present, we won't be accounting for what he consumes.  Additionally, we're not concerning ourselves with encumbrance, either; we'll also institute this rule at a later point.
+
For the present, we'll suspend the use of money, purchasing equipment and starting capital.  I have assigned basic equipment for Arliss' use instead.  "Sufficient food" means that for the present, we won't be accounting for what he consumes; "basic clothing" means, for the present, that he's dressed.  Additionally, we're not concerning ourselves with encumbrance, either; we'll also institute this rule at a later point.  [[Studded Leather (armour)|Studded leather armour]] provides his [[Armour Class|armour class]] of 7, which is also based on original D&D rules.  The cotton bandage is for binding wounds, which we'll discuss should one occur.

Revision as of 16:54, 30 May 2024

Self-play, a D&D Tutorial.jpg

This page, presenting an example of randomly generated self-play (with exceptions), has been created to demonstrate the "house rules" written and developed in this D&D wiki. These rules and their interpretations have undergone extensive refinement over years of play and contemplation, with a primary objective of restricting player actions — while in some cases allowing new opportunities for advancement. Similar to other games, Dungeons & Dragons must adhere to the fundamental principles of game mechanics, choices, and consequences. Rules should not be malleable or open to convenient reinterpretation to guarantee player success. In gameplay, boundaries must be respected. Success is attained by making informed decisions within the confines of the game's limitations and embracing the risks, including the potential for failure. My objective with this demonstration is to showcase that this approach can yield a positive and captivating experience.

At the outset, the goal is to create an example that integrates only those essential rules that are needed for combat situations, along with guidelines for the management of players in dungeons. A significant portion of these rules are very different from any version of D&D that exists outside this wiki. Additionally, many rules with which later edition players are familiar do not exist here — for example, the ability to roll for perception to gather information about the surroundings, does not exist. Those who wish to retain their cherished but discarded rules are free to incorporate them into their own campaigns, while benefiting from the mechanics outlined here.

As the tutorial advances, further elements and rules will be gradually introduced and elaborated upon, without a fixed endpoint in mind. Similar to the organic evolution of a long-term D&D campaign, the aspiration is that as new rules are integrated into the wiki, they will also find their place within this ongoing demonstration.

Set-up

To begin, no specific place in the world setting needs to be addressed here. Instead, we start by introducing two player characters, Arliss and Bertrand, who at the start of this campaign are approaching a subterranean entrance. However, before we can proceed with their journey, we need to create their characters. This is done by consulting with the character creation page, which outlines how new PC's are generated. For our purposes here, we'll perform only those elements related to each character's ability stats, character class, race, weapon proficiencies, age and basic equipment. As neither character is a spellcaster, we need not at this time concern ourselves with the acquisition of spells.

Since the process of creating characters is thoroughly described through these links, we'll proceed by presenting both Arliss and Bertrand as they are at the inception of our fictional campaign. When it comes to decisions regarding class, race or weaponry for each character, we should adopt the perspective of playing both sides of a chess game. Just as we, in our role as the Dungeon Master, readily determine the weapons carried by enemies without hesitation, here, in our dual role as both DM and player, we can similarly make choices for Arliss and Bertrand. This approach also ensures that specific elements of the game are represented, aligning with the tutorial's objective.

Arliss
Abilities Traits Combat
Str: 18/53+2+3
Int: 8
Wis: 12
Con: 17+3
Dex: 13
Chr: 9
Gender: male
Class: fighter
Race: dwarf
Age: 18
Height: 3 ft. 10 in.
Weight: 149 lbs.
Proficiencies: battle axe,
warhammer, dagger,
light crossbow

Armour class: 7
Hit points: 21
Equipment: battle axe, dagger, studded leather armour, basic clothing, sufficient food, 25 ft. of rope, two small sacks, backpack, belt pouch, two belts, cotton bandage, flint.

Arliss

This character has a "percentile strength," which was an AD&D metric; this is explained in the link. The unexpectedly high number of hit points are a combination of Arliss being given maximum points on the die rolled for a fighter (d10), +3 for his 17 constitution, and a d8 rolled for his mass, or weight; the link for hit points explains the difference between "bodily units" and "training" with regards to this composite number. I rolled an "8" on the die for his mass. As a fighter he starts with 4 proficiencies, but his equipment only includes two of the weapons he's able to use without penalties. As a fighter, he can use any weapon, but he's -2 to hit with any weapon not included in his proficiencies.

For the present, we'll suspend the use of money, purchasing equipment and starting capital. I have assigned basic equipment for Arliss' use instead. "Sufficient food" means that for the present, we won't be accounting for what he consumes; "basic clothing" means, for the present, that he's dressed. Additionally, we're not concerning ourselves with encumbrance, either; we'll also institute this rule at a later point. Studded leather armour provides his armour class of 7, which is also based on original D&D rules. The cotton bandage is for binding wounds, which we'll discuss should one occur.