Self-play: a D&D Tutorial

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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

Experience: 422
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, wood axe, 1 trinket, 2 gewgaws.

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.

With each step forward, we'll expand and further detail the rules that underlie game play in this system, but we need not do so all at once, overwhelming the new player. Instead, we'll introduce the rules gradually, allowing players to become familiar with the basics before layering on more complex elements. This approach ensures that players can steadily build their understanding and skills as they progress.

Bertrand
Abilities Traits Combat
Str: 16+0+1
Int: 9
Wis: 13
Con: 16+2
Dex: 13
Chr: 18
Gender: male
Class: paladin
Race: human
Age: 20
Height: 5 ft. 10 in.
Weight: 187 lbs.
Proficiencies: long sword, spear, bow


Experience: 429
Armour class: 7
Hit points: 19
Equipment: long sword, long bow, 11 arrows, hunter's quiver, leather armour and large shield, basic clothing, sufficient food, 8 ft. pole, two small sacks, backpack, belt pouch, two belts, cotton bandage, smoking pipe (ornament), 4 gewgaws, wood axe.

Bertrand

This character is not as strong, with a +0 to his "to hit" bonus (Arliss has a +2) and +1 to his damage done. His constitution is lower too. Bertrand has the uncommonly high charisma notable for his class, but as this has no effect on his fighting prowess, we'll suspend further discussion of charisma's effects on the game at present. He's considerably taller and heavier than Arliss, with the same armour class (though this is obtained from leather armour coupled with a shield, unlike Arliss' studded leather). Bertrand received a "7" for his mass on a d8; coupled with his constitution being one point less, he has two hit points less than Arliss.

Paladins start with three weapon proficiencies, but still have the same penalty of -2 when using other weapons. He's tall enough to have a long bow, the arrows of which cause 1-8 damage, rather than 1-6 with a short bow. The same "arrows" are used with either weapon; a hunter's quiver can hold up to one dozen arrows. Bertrand's equipment is somewhat similar to that of Arliss', as the game has just started and again, no purchasing of equipment has taken place yet.

Note that alignment is not a consideration in this system. Bertrand is completely free to behave as any other player character, without restrictions of any kind on his actions. How the player interprets the character's mandate as a paladin is entirely unrestricted — though this will have some effect on which sort of deities take interest in Bertrand's religious participation, once he's achieved a significant experience level.

At present, we may assume Bertrand's class awards him with two characteristics. First, he's able to "lay on hands," which gives him the power to heal 2 h.p. of damage, one time a day, either upon himself or upon others. He cannot use this to cause damage. Additionally, Bertrand enjoys a "protection from malevolence" that surrounds the character, similar to the linked spell of the same name. This surrounds Bertrand and is always in effect; if Arliss, or any ally, stands within 2 combat hexes of Bertrand, then this same benefit is extended to that person or persons.

Entering the Campaign

Having created the basic outlines of two characters, Arliss and Bertrand, we can now move them into a campaign setting. Since I am playing both the roles of DM and player for this tutorial, I've chosen to incorporate as much randomness as possible. The most obvious starting point is the entrance to a dungeon, where Arliss and Bertrand may set out to obtain adventure. This approach somewhat limits the possibilities they'll encounter, which I'll generate using an updated version of the original 1979 Dungeon Masters Guide (pp. 169-179). The complexity of this process will be managed through the wiki's multi-page structure.

Rolling on the random dungeon generator, I receive the result that our small party are standing nearby some tunnels, whose unseen passages course through the subterranean landscape beneath the player's feet. We must therefore consult the tunnel dungeon page to determine what sort of entranceway exists. Arliss and Bertrand cannot see the entrance at first; it takes them 40 minutes to find it, a deserted small opening obscured by the brush vegetation that defines the landscape. Arliss leads the way, left hand on his battle axe, while Bertrand unslings his bow, draws an arrow and starts after him; together, they descend an uneven 9 ft. incline into the darkness ...


Enter Grimstone Hollow