Self-play: a D&D Tutorial
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.
Contents
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 |
Progenitor: Graverobber: fence stolen goods, appraisal I; +2 AC vs. undead. | ||
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, waterskin, 1 trinket, 2 gewgaws, food (10 lb). |
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 |
Farmer: farming; +1 to strength checks when outdoors. | ||
Equipment: long sword, long bow, 9 arrows, hunter's quiver, leather armour and large shield, basic clothing, sufficient food, 8 ft. pole, grain sack, backpack, belt pouch, two belts, waterskin, cotton bandage, smoking pipe (ornament), 4 gewgaws, wood axe, food (10 lb), wool blanket. |
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
Meeting the Wilderness
Having no memory of how they reached this place, Arliss and Bertrand step out of the dungeon to discover that they're in a taiga, surrounded by vast woods blanketing a series of undulating hills. It is a brisk day with a gentle breeze, with a crystal clear sky. One direction looks much the same as the next, as they shrug their shoulders at one another. "Once we have gone, how shall we find this place again?" asks Bertrand. "We may not," the dwarf answers; "but we must go; there's no food here for us." And so they go, choosing a path that seems to lead downwards through the trees.
Adding Rules: Food, Secondary Skills and Sage Abilities
Food: Having come to this point, we must now assign an amount of food that's being carried by the characters, as this determines how long they have before finding more food, should they wish to survive. Arliss and Bertrand are each carrying 20 lbs. of food, that is all. Following the rules related to food, having participated in combat this day, they soon find themselves to be very hungry; they must consume 6 lb. of food today if they wish to remain in the trim and not feel the effects of fasting (which would penalise both their constitution and dexterity by 1 pt. on the morrow, with a corresponding loss of 1 hit point each).
Secondary Skills:Before growing up and becoming class professions, the characters were raised within environments that taught them skills according to their progenitors, usually their parents and sometimes mentors. Using the tables on the linked page, we learn that Arliss' father was a graverobber; not a very prestigious profession, but it taught him how to appraise items and fence stolen goods - neither of which are very useful here — though he does have a +2 AC vs. undead.
- While it was possible with Bertrand's charisma that he might have been nobility (unlikely), it turns out that his people were simple farmers. Thus he knows how to farm, of which he might make use of someday. He is very hardy, however, and used to be outside, so he receives +1 strength checks when outdoors. That's useful just now.
Sage Abilities: These represent additional knowledge the character has received through training. The explanation is too extensive to provide here; it's necessary to follow the links, which explain the concept. These are not feats, as there are usually no rolls involved; sage abilities can be used as often as needed. Each character is free to pick one "study" when training, and since both characters are able to possess "logistics," it would be good at this time if one of them did. I've decided this will be Arliss; he starts with 12 pts. in this study. Thankfully, logistics enables him many abilities, especially to forage, which might save their lives.
- In turn, I'm going to have Bertrand choose "dog training," which may seem frivolous ... but a glance under canine handling I indicates that he starts with a "companion dog" if this is the character's first chosen study. Bertrand promptly whistles as they start away from Grimstone Hollow, and promptly a boarhound, or great dane, leaps out of the woods, 100 lb. in weight, and Bertrand vigorously rubs his head while the dog bounces with exhuberance. The player promptly names the dog "Drusus" and together they hurry to catch up with Arliss.
See the Dratgash Hills and Timberveil to observe the party's movements.