Introducing Gameplay
Introducing Gameplay is an experimental work, tentatively identified as 1 of 6 volumes, that attempts to provide an explanation of how the rules of Advanced Dungeons & Dragons is understood and played. It is being provided free through this wiki and no other source at this time. The text of this page should be sufficient for understanding the rules; links that appear lead to alternatives of AD&D rules that occur elsewhere in this wiki. This work is meant to take advantage of the still-existing Online Game License, though if the OGL is or becomes defunct, I'm not likely to take this down.
Contents
I dedicate this to all the would-be players who find themselves unable to understand the game's rules due to the haphazard and poor way that they have been presented these last many decades. Illustrations are included only to clarify, not as performative material.
Foreward
From the beginning of my gaming experience in September of 1979, the goal of explaining Dungeons & Dragons to someone who might wish to understand the game well enough to play without needing to observe others has long been the bane of D&D. Arguably, much of the problem is related to the cost of printing books, that requires that the whole of the game be explained within a set number of pages, with a limited number of diagrams, a limited size font for printing and the time required to fully produce a completely comprehensible set of rules. An alternate explanation for the failure these past decades comes from the lack of technical game comprehension within the designing community, which has always allowed itself to chase rabbits down holes that failed to provide contribute pathways to game payoffs, agency, feedback, tension, mastery and many other facets of game creation. In short, many "designers" were, in fact, amateurs throwing soup at a wall hoping it would improve the taste.
Another failing has been to retain aspects of game play that did not work for the sake of nostalgia or frank immovability, believing that change would somehow warp or lessen the effectiveness of game aspects that they preferred to leave warped or disfunctional, as one might with dogma. Also, a pervasive resistance to a logical order, or a resistance to explain ideas as they become relevant, preferring to shift such explanations into glossaries, indexes or other removed parts of the work, forcing readers to jump back and forth throughout the text with growing dispair and frustration. The belief remains that D&D cannot be explained linearly, that because multiple factors of the game influence each other simultaneously, that therefore the game can only be learned by looping through multiple experiences that must then be re-interpreted with later iterations of game play.
For the present, it's not desirable to state to what purpose these rules are designed to serve, beyond game play. Attempts to categorise the game's nature, or to state why the game is played, or to outline the game's organisation structure, only introduce terms that are unnecessary for learning the game's rules. So these will not be invoked at this time, so as not to pollute the discourse with terms that cannot, up front, be understood out of context. Nor would it benefit the reader to be told ahead of time under which headings this book is organised, since that too would only introduce ideas and terms that, again, could not be grasped anyway. Further, the existing iterations of Advanced Dungeons & Dragons, of which there are many, would at this time be of no benefit to the reader. Therefore, they can be put aside until later, when their comprehensibility becomes practical to relate.
Participants
All persons who participate in the game, henceforth tagged either AD&D or D&D, the latter of which should be viewed as a shortened form of the former, at technically "players" in the game sense, according to a dictionary definition of the word. However, awkwardly, one of the "players" is not referred to in-game as such, and for our convenience we'll refer to this individual as the role this special participant serves: that of "dungeon master." Othe participants, and there may be any number, depending on how many can be managed by the dungeon master, are yet called "players" within the game's lexicon.
The dungeon master's role is to host the game, adjudicate and explain the rules, provide context for what the players experience, act on behalf of instruments in the game that can function as obstacles, reward the players and ultimately correct elements of the game's rules that prove insufficient over time. To understand how these functions are carried out, it must first be understood that most or potentially all of the game's play occurs without standard physical game pieces, a physical board or physical representations of any kind; the only tools that must be present are first, dice of a particular geometric design, generating random numbers between 1 to 4 (d4), 1 to 6 (d6), 1 to 8 (d8), 1 to 10 (d10), 1 to 12 (d12) and 1 to 20 (d20). The designation "d20," or die-20, indicates a die with 20 sides that is rolled to produce numbers between 1 and 20. The shape of the dice varies — most people recognise a d6, or six-sided die, from other games. Before playing D&D, visiting the internet to get a good look at the dice used is a good idea. The other tools require a means of taking notes, either with pen/pencil and paper or upon an electronic device.
The Dungeon Master
This participant, who we may abbreviate as the DM, hosts the game by providing a space, a table, chairs, vittles and whatever else a host would normally provide, while taking a place at the head of the table where access to all players is convenient and beneficial to personal communication. Adjudicating involves not only stipulating which rules are going to apply to the game, but also making a determination on play similar to that of a referee, who must be ready to resolve unexpected situations as they occur, within the expectations the rules provide. Because the rules are complex and multi-varied, the DM is expected to have an excellent, working grasp of their existence and function, if not their exact wording; the DM must be able, on demand, to seek out and express for the players the exact wording of the rules when these apply.
Providing context for game play requires the DM to verbally describe what the players "see" within the constraints of a fictional world, often called the "setting." The players are expected to imagine themselves at a specific place, the details and constraints of which are explained effectively and thoroughly enough by the DM that the players can feel, not individually, but as a group, that they are "there," just the same way a reader can picture a described scene in a text. That all the members of the group are able to see themselves in the same place, in the same way, is a testament to the explanatory skill of the DM. The importance and relative game value of the DM's depiction is of enormous consequence to gameplay, and shall be explained progressively as we move forward.
This setting is not populated by the players alone, but by an unknown number of other existing beings, with whom the players interact, that the DM must likewise provide context for. Some of these beings shall speak to the players, some shall act against the players or on their behalf, some will give the players additional exposition about the setting that describes places where the players are not at presently, all with the intention of adding to the players store of knowledge about the setting, while creating instances of tension and conflict which the players must, through their own stated actions, manage. Some of these other beings will impose their will upon the player, presenting themselves as the aforementioned obstacles which the players must overcome.
When the players succeed in overcoming obstacles, they are rewarded. The amount of the reward, and the manner of it, is determined by the DM also. The purpose of the reward is not only to enrich the players, but to expand the options they can draw upon a game play continues. In effect, to add to the store of choices a player individually has when attempting to resolve conflicts, and the store of overall options the collective players, or "party," has when resolving difficulties as a team.
Finally, because the games rules are perpetually insufficient for the complexity of situations and possibilities that the game setting allows, a good DM is one that takes the time to rewrite rules, with the confirmation and consent of the players, to provide logical and practical options and constraints for the players to experience and enjoy, while expanding the framework of the game they play. Often, this last choice of action is not pursued. The choice not to pursue it is not, in and of itself, evidence of a lacking DM, but failing to press the game further is limiting to the player's overall enjoyment in the long term.
Players
As stated, players are those participants who form a concept of what's been explained about the setting through the DM's description. The role of the player is to judge and interpret what's heard and then decide upon a course of action. Yet they cannot by the game's rules take any action that pleases them — they are limited in their choice by two factors: first, the constraints of physical reality, in the manner by which any human being is naturally checked — according to the familiar restrictions of time, ability to move and plausibly know things, as well as the need for air, water, food, shelter, sleep and clothing, within the natural threats to their health, resources, property and so on.
The other factor derives from the game itself as a list of boundaries and special benefits that accrue to players individually, dictated by a fabrication called the "character." The character is, essentially, the player's game piece. The details of the character, which are comprised of randomly rolled details complemented by personal choices made by the player within the game's rules, dictate which choices the player can undertake when playing the game. At this point, examples would be counter-beneficial — it is more important to understand how the player makes decisions about play based on what the "character" is, than it would be to introduce game terms that would have to be explained now, toward no good purpose. Rest assured that characters are not only initially complicated and requiring of player intuition, but that characters necessarily become more so as the game continues. This can be taken on faith until it is practical to explain it.
During play, the player listens to what the DM says before choosing an action. The player may wish to converses with other players before doing so. All the players are free to take their own actions within the limitations defined, either individually or conjointly. Often, especially in complex situations, players make a plan before any player takes an action. When an action is taken, the DM interprets the action, explains the effects of the action... and then players are free to take another action and so on.
This process goes on indefinitely. At any point the game can be suspended, the DM and players remembering or making notes about what they did last, so that the game can be set aside for any period of time that is convenient for the participants. When the game is reconvened, the last actions and the general situation are reviewed, then the process of the DM explaining the setting and the players reacting to that setting can continue. In this manner, over the course of week after week, a single game can literally continue for years at a time. This continuing game is commonly called a "campaign," but this is only a simplification of this concept in game terms, and we can revisit the word and its deeper definition later.
The Character
This describes the person-shaped puppet that is made to function by the player's will in game play — but before we can understand how this identity actually functions under the player, we must explain the character's structure. As a device, the character is made up of qualities that variously manifest in two forms: as constraints against the player's wishes and as "affordances" — an unfamiliar word that describes rules and structures that allow the player to attempt actions in a meaningful and potentially successful manner. Just as a door with a handle allows it to be pulled open, a game affordance allows the use of tools and abilities in order to afford benefits in game terms.
Attributes
We begin by establishing the character's physical and mental capacities. These are managed through six "attributes," which are also sometimes described as "ability stats" or even simply "stats." The multiplicity of terms indicates their importance in D&D. We should take a moment to remember that for our purposes, these attributes exist as game terms — over the years, all have accumulated cultural interpretations, but these must be directly set aside as they are irrelevant to understanding game play.
Four of these stats describe physical characteristics: strength, constitution, dexterity and charisma. Strength is best described as prowess, boldness or spirit, as well as being physically brawny or muscular. Constitution describes health and, loosely, endurance — though parts of the latter are better attributed to strength. Dexterity best describes agility or nimbleness; the word's relationship to craft, skill or common sense should be discounted in this context. Charisma describes attractiveness and magnetism; in context, it can relate to the loyalty engendered in others, but that should be treated as secondary to the attribute's direct meaning.
Two of these stats describe mental characteristics: intelligence and wisdom. Intelligence can be understood as comprehension and problem-solving. Wisdom, in turn, conveys sagacity, knowledge and good judgment. Because these terms refer to esoteric aspects, much time has been taken in rehashing or debating exactly which ability accounts for what kind of thinking process — what we must do, however, is remember that the specific meaning is less relevant than how it applies in-game, within the scope of constraints and affordances to which each pertains.
Attributes are determined by random generation. In AD&D, this is accomplished by rolling four six-sided dice (commonly shortened to "4d6") then discarding the lowest die — or one of the lowest dice — so that only three dice that have been rolled are counted and added together. The total produces a result between 3 to 18. In all, six totals are created, one for each of the six attributes we've described. The attributes are arranged in a column, typically in the upper left corner of a piece of paper, conveniently abbreviated thusly: Str, Int, Wis, Con, Dex, Chr. The player then assigns one total to each attribute, or ability stat, so that each has a number beside it that numbers range between 3 and 18.
The arrangement of the stats itself is a form of game-play, as the player is faced with deciding which mode of existence the character is going to inhabit with the game setting. This "mode" can be seen as a profession, or a way of life; in AD&D, it is termed a "character class," carrying with it a specific and largely unique set of affordances that the "class" allows.
Note: Any ability stat below 7 will impose penalties to die rolls, comprehension or social status that may seriously threaten the survival of the character. If a very low ability stat is generated, where it is placed matters against the choices the player makes in how to "play," or puppet-master the character. Characters who wish to engage in fighting — as the game involves "combat" that's carried out against the character's enemies — should steer clear of adopting a low stat as their strength, constitution or dexterity. Those who wish to do a lot of speaking on behalf of their character, as a means of swaying the opinions of persons met within the setting, should not adopt a low charisma. Those who plan to use their character to read, problem solve or invent should not adopt a low mental stat, either wisdom or intelligence.
As a fixed rule, no stat generation that includes more than one result of 5 or less can be left stand; should this occur, the result should be discounted at once and the four dice rolled again.
Character Class
Once the stats are rolled, and before they are assigned, the player chooses the character class they wish to play. Each class permits affordances, or "special abilities," which the player is able to perform. Each class also imposes limitations upon the character with respect to self-defense, freedom of choice — even the fictional belief system the player is expected to embrace on behalf of the class. The classes range from those with a greater capacity to fight to those that are able to quite literally perform magic in the way of spells and also in distinct class-based talents. The enumeration of all skills related to all classes would be a ponderous, at this point unnecessary exercise; rest assured, all shall be explained when it becomes necessary to do so.
There are ten character classes for the participants to choose from in original AD&D, describing the game as published before the year 1980. These are, listed alphabetically, assassin, cleric, druid, fighter, illusionist, magic-user, monk, paladin, ranger and thief. At this time, an overview of each must be given with respect to the placement of ability stats; later, additional details about each will be provided when that information becomes necessary for learning how different aspects of the game work. The original game books organise these classes in their entirety, so they may be viewed by players... but our goal is to teach the game, not provide material collections that can later be put into appendices, when all the rules regarding the character class, and any other part of D&D, are fully understood.
Generally speaking, for the character to receive direct affordances, or "benefits," from their ability stats, the stat must be above 14 and, in the case of strength, higher than 15. In such cases, the stat is described as "high." Exceptions are included depending upon the character class. All character classes presumptively dictate that minimum numbers must be assigned to specific attributes. This is explained below.
- Assassins are professional murderers who are assumed to be unconcerned with malevolence; their skill set tends toward criminal or subversive activities. A high dexterity is desirable, as it improves the use of missile attacks; a minimum of 12 dexterity is required. Strength is also beneficial and must be at least 12; intelligence must be at least 11. Aside from these, a high constitution is of the most benefit. Wisdom is generally ill-considered for an assassin, as a player choice. Both constitution and wisdom must be 6 or higher. Charisma can be as low as 3, with the presumption that most assassins are unlikable.
- Clerics are religious crusaders or leaders who are able to cast spells. The number of spells available to the cleric increases with wisdom — therefore the higher the wisdom, the better; but take note, the character must have a wisdom of 9 or greater. Because the cleric's spells tend to be defensive or non-combative in nature, clerics will often engage in hand-to-hand fighting, called "melee," which benefits from a high strength or constitution. Dexterity can also be a help, though clerics are limited in the use of missile weapons, which dexterity affects. Charisma is useful to a cleric should they decide to manage a church someday. All stats, with the exception of dexterity, must number 6 or more.
- Druids are nature-based spellcasters who are perceived as being more concerned about flora and fauna than for traditional civilisation. Like clerics, their spells also increase with wisdom points; however, because the druid must have a minimum charisma of 15 and a wisdom of 12, choosing to be a druid without having at least two generated results above 14 would be a poor gaming choice for the player. Druids have greater restrictions upon their combat ability than clerics, but strength, constitution and dexterity can still afford benefits. Intelligence is often viewed as a "dump stat" of the class, a colloquial term meaning the place where the lowest generated number is placed. All attributes for a druid must be 6 or more.
- Fighters are a combat-focused class with wide affordances in weapons and armour. They hit more easily, are harder to kill and act as protectors of the other weaker classes. The example of Liam above shows typical placement for the fighter: strength first, followed by constitution, with dexterity a typical third. Swapping dexterity for constitution is common. Distribution between charisma, intelligence and wisdom depends upon personal choice, with the exception that an attribute less than 6 must be placed as intelligence. Fighters need a minimum strength of 9, a constitution of 7 and all other attributes except for intelligence must be at least 6.
- Illusionists are a focused spellcaster character class with spells balanced toward misdirection and the creation of illusion; they are weak in combat. Though by the rules the attribute has no effect upon their spellcasting, an illusionist must have a minimum intelligence of 15. The illusionist must also have a minimum dexterity of 16, which in turn is their most beneficial attribute. Because the character will largely avoid fights, wisdom and charisma are usually chosen, followed by strength; these three stats must all be at least 6. Constitution can be as low as 3.
- Magic-users are likewise spellcasters, with spells that tend more toward the manipulation of elemental forces and matter. They are also weak in combat. Their minimum attribute requirements are far less, with the class needing a 9 intelligence and a minimum of 6 in all other attributes except strength, which can be as low as 3. However, the higher the intelligence that a mage has, the more versatile and effective they are as a class, so placing the highest possible generated number upon a would-be mage's intelligence is key to the class's success.
- Monks resemble warriors of Eastern culture, with a distinct similarity to medieval Wuxia adventurers, more commonly recognised today as masters of kung fu and related martial arts. The requirements to become a monk are high: the player must generate three numbers which are 15 or higher, to be placed as the character's strength, wisdom and dexterity, and an 11 for the character's constitution. Charisma and intelligence must be a minimum of 6. These characters have unusual powers that some players may find worth the difficulty of achieving such a character.
- Paladins are unusually powerful fighters possessing unique magical aspects while embodying the spirit of fictional medieval heroes such as Siegfried, Lancelot and Parsifal. They are restricted in their behaviour, as they must be true of heart and deed, else they risk tumbling to the status of mere fighters should they grievously sin. As a class, their attribute minimums are harsh: a 17 charisma, a 12 strength, an intelligence of 9, a wisdom of 13, a constitution of 9 and a dexterity of 6. Because they are fighters, a high strength and constitution greatly improve the paladin's chance of survival.
- Rangers are unusually strong and resilient fighters who possess unusual skill when acting in wilderness environments, suggestive of Robin Hood or William Tell. They are more mildly restricted in their behaviour and are expected to be generous and kind; as a class, their attribute minimums are also difficult to achieve: a strength and intelligence of 13, and a wisdom and constitution of 14. Both dexterity and charisma must be at least 6.
- Thieves are criminals with great skill in concealment, robbery and striking from behind; as a class, they benefit from not being seen, which balances their drawbacks as combatants, placing their fighting abilities above illusionists and magic-users, but weaker than everyone else. Thieves need only a minimum dexterity of 9, with a minimum of 6 in every other attribute except wisdom, which can be as low as 3.
There is a great deal more to be said about character classes and the options they open up for players, but for the moment those specifics are better set aside. Before narrowing the focus to class-based abilities, it is more useful to establish a clearer view of the player's character as a whole. To that end, attention can shift to other elements that apply to every character, apart from class. Addressing these shared details better allows a complete picture to emerge, so that when further details about class are provided, they may be understood more thoroughly.
Peoples
For those with no experience with AD&D, the discovery that there "races" and that players are expected to decide which they are without context, before moving on from here, can be off-putting. "Race" has become anachronistic in this day and age, though it is the game's language — therefore I feel it would be best to say that players at this stage of character creation are asked to choose, at this time, what "people" to which they'd like their characters to belong.
While it would be convenient to ignore the archaic toxicity of AD&D race-rules — the assumption that humans are "superior," the tiresome presupposition of antipathy between dwarves and elves — it would be irresponsible to do so. What fictional peoples think or believe in the game's setting are not "rules," they are the opinions of narrow-minded persons and we need not give them credence at all. A "rule" is something that can be applied consistently and predictably by anyone regardless of their background. Therefore, we need not ascribe anything to the peoples being chosen beyond their physical appearance, the affordances — or benefits, if one prefers, that they offer the player and also the drawbacks that result, and the location of their culture in the setting, to be determined later. All else said about "races" in AD&D can be discarded.
Different peoples exist in game to provide the nuance of not being human; those persons who, from a familiarity with fiction or film, might wish to become elves, dwarves and other such persons are invited to do so. Original AD&D provides six peoples other than humans, which of course remain an option for players: aside from elves and dwarves, there are gnomes and halflings, then two peoples of mixed ancestry, unpleasantly called "half-elf" and "half-orc." The names reflect the lack of 1970s imagination. It would make sense for these intersectional cultures to possess a name unto themselves, but alas, I must leave it to the individual setting-designer to choose what seems best for them. I'm trapped somewhat by the endless references in the rule books to these appellations, and so, for good or fair, I must use them.
No one people should be considered superior to others. The setting may appear to favour humans, but that is most likely because the designer is unfortunately of that people. We should expect a game setting created by an elf or a gnome to reflect the tendencies of such persons; and if the designer in reality relates better to elves, then this is the setting they shall design.
All peoples provide sufficient benefits or characteristics to assure their survival in the game — survival being the primary benefit of both character classes and peoples in a world where fighting, dangerous enemies, magic and other such unknowns exist. We have not yet delved into this aspect of the game, so I shall keep this brief: the value of affordances offered by classes and the people we choose to be affects how well the player can maintain their health and well-being against threats. That's enough to ground the choice we make for now; the matter will be investigated in depth when it is time to unpack actual game play.
To manage this threat, a group of players choosing a mix of classes and peoples is of great benefit. This increases the opportunities to promote survival across the whole group: just as the fighter, magic-user, cleric and thief classes support one another (among too many other combinations to count), an elf, a dwarf, a human and a halfling do likewise. Benefits accrue through virtuosity, more than ever at the outset of the game. Thus it is well for a player deciding what class to be, or what people to be, ask others in the party what they're doing in kind.
Except for the human, not all peoples can be all classes. The argument for this is that because humans gain no special affordances for what they are, they're entitled to become any class they wish. Other peoples, however, gain extra benefits beyond their character class because of their background, which costs the player nothing except to freely make their character a different people than human. Whether this particular balancing is justified, or even, is not for this author to say in this context — but other approaches to this particular game rule do exist, outside AD&D.
To be able to choose which people to whom the player wants their character to belong, it is necessary to understand the benefit these peoples provide in some small measure. The combined number of benefits is widespread; patience is therefore requested. A complete and precise list of character peoples affordances will be available in the appendix, so what details are given here are expressly for the purpose of making a choice, not for the purpose of adjudicating game play by the rules. Measurements are given in Imperial units because in a medieval world, metric does not exist.
- Dwarves stand on average about 3 foot six to 4 feet in height and weigh 120 to 150 pounds; adopting a dwarf as a character increases that character's placed constitution by 1 point, while 1 point is removed from their charisma. Dwarves are able to become assassins, clerics, fighters and thieves. They receive bonuses in situations where magical attack against the character demands a saving throw, which is a game mechanic used when the character faces sudden danger, where the outcome alone decides whether that character either avoids or suffers the danger's effect. Dwarves have a similar resistance to poison or venom, which creatures, plants or enemies can employ to attack the character. Dwarves possess their own language, while being able to speak the language of numerous other peoples, enabling communication between the party and these others — which include humanoid groups not available as a choice for players in making a character. Dwarves have an unusual ability to see in the dark; they are miners of great skill; and as combatants, they are particularly effective against half-orcs, goblins, hobgoblins and orcs (to name three such peoples that "player characters" cannot be). Other humanoids that are enormous in stature and giant-like find it difficult to hit dwarves due to their fighting skill and size.
As an aside, there's no special reason why players can't choose goblins, hobgoblins or orcs, which are humanoid peoples of much uglier appearance than those peoples that are available, except that the rules state they are not. Within a typical setting, these other creatures are seen as unusually scary, with characteristics that are extremely off-putting, while the rules — gotten to in their own time — describe them as malevolent ("evil") and deeply resentful of civilisation-based ideals. This is usually the reason given for why they are not included as player options for play.
- Elves stand on average about 4 foot six to 5 feet in height and weigh 80 to 100 pounds; adopting an elf as a character increases the character's dexterity by 1 point, while 1 point is removed from their constitution. Elves are able to become assassins, clerics, fighters, magic-users and thieves. They receive a bonus when using a sword or a bow, which are weapons employed in the game during combat. They have a very strong resistance against magic that puts them to sleep or which attempts to charm them. Elves also have their own language and are able to speak the languages of many other peoples, more than dwarves; they have a special gift for language, so that those with a 16 or greater intelligence can learn additional tongues. Elves also possess an unusual ability to see in the dark; they have a gift for discovering concealed or secret doors, exactly of the sort that blend so perfectly they cannot be found by others. Elves are also able to move so silently when not wearing armour that they have a high chance to "surprise" others — a game mechanic that allows additional actions before the surprised person can respond. It's quite common to wear armour in the game to protect oneself, but it can be seen that occasionally, not wearing armour provides benefits also.
- Gnomes are smaller than dwarves and are considered a cousin of the latter. They stand about 3 foot three to 3 foot six in height, weighing 75 to 80 pounds; adopting a gnome as a character offers no special adjustments to the character's attributes. Gnomes are able to become assassins, clerics, fighters, illusionists and thieves. They receive the same benefits against magic as their dwarvish cousins, with like adjustments to their saving throws, but do not enjoy the same benefit against poison and venom. Gnomes understand their own language and that of certain others, and are able to communicate with burrowing animals such as moles, badgers and squirrels. They too possess an unusual ability to see in the dark. They are miners of exceptional merit and are effective in combat against the aforementioned goblins, and one other people called kobolds. Gnomes enjoy the same defensive benefit against very large giant-like creatures as well.
- Half-elves stand on average about five foot two to five foot six in height and weigh between 100 and 130 pounds. Adopting a half-elf as a character offers no special adjustments to the character's attributes. They are able to become assassins, clerics, druids, fighters, magic-users, rangers and thieves, more than any other people except humans. They have some immunity from magic that causes sleep or which can charm the individual, but much less than that of elves. They understand the language of humans and elves, and a number of others besides. They retain the unusual ability to see in the dark from their elven forebears, and the same ability to spot or locate concealed or secret doors.
- Halflings as a peoples are so named because the word "hobbit" was protected under copyright and trademark law, and could not be incorporated into any version of D&D. Nonetheless, the equivalent still holds. Halflings are smaller even than gnomes, standing but 2 foot nine to 3 feet tall, and weighing a mere 50 to 60 pounds. They are so slight that adopting a halfling as a character decreases the character's strength by 1 point, while 1 point is added to their dexterity like elves. They are able to become clerics, druids, fighters and thieves. They are hardy beings however, and so like dwarves they receive bonuses in situations where magical attack against the character demands a saving throw — and yes, this applies to poisons and venoms also. Halflings are able to speak their own language and a number of others besides. They possess a weakened ability to see in the dark and some understanding of the underground world, but not nearly so much as dwarves and gnomes.
- Half-orcs describe a brutish, more limited people; they stand on average about 5 foot 2 to 5 foot 6 in height and weigh between 120 and 150 lbs. They make good fighters, as adopting a half-orc adds 1 point to the character's strength and another point to the character's constitution; however, 2 points are subtracted from charisma. They are able to become assassins, clerics, fighters and thieves. They are able only to speak the language of humans and that of orcs, their forebears. They possess an unusual ability to see in the dark.
- Humans stand on average between 5 foot 6 to 6 feet in height and weigh between 130 and 175 pounds. They receive no adjustments to their attributes nor any special knowledge or defenses. They can become any class. They are able to speak only the human language. They cannot see well in the dark. Their greatest benefit aside from their class diversity is their size, as humans are both taller and heavier than the other peoples described here.
Further details about people and their backgrounds can be set aside for now, though we will return to the subject in greater detail, once the reader is more familiar with the game's larger structure.
Gender
Apart from choosing one's character class and biological heritage, players are also encouraged to decide their biological gender or sex, whichever seems to best describe the player's viewpoint. Desirably, we should wish that whatever the identification chosen, it should have possess no applicable rule exceptions or special benefits, since the game's purpose should not be to serve as this sort of battlefield. All that is asked is that a male player be permitted to play a female character, and that a female player should be permitted to play a male — and that is as far as this discussion needs to go. There is one unfortunate table that was included in pre-1980 AD&D that seeks to dictate that a woman's strength attribute is one or more points less than a man's, depending upon the people of origin, but this table easily can be and should be ignored in this day and age.
Hit Points
As a fabrication, the character is breakable; it can be killed. Situations can arise in game where the character can fall, be buried alive, be trampled by a runaway horse, drown... and, naturally, be killed by an enemy employing weapons. To capture the character's fragility, not only do we need a measurement that compares the character to other beings in the setting, but also one that allows the player to identify the same character at their best and also at a state of near death. As this is a game, the best method of doing this is to assign a number that states the character's "full health" versus the character is a state of "near death." That number is described as the character's hit points.
When creating a character, the player also creates the character's hit points. Playing strictly by the rules, the character is awarded a die type that corresponds to the class: a d10 (producing a number of 1-10) for fighters and paladins; a d8 for clerics and druids; two d8 for rangers; a d6 for assassins and thieves; two d6 for monks; and a d4 for illusionists and magic-users. This would mean that if the character were a druid, then an eight-sided die is cast, and the number shown is written down on the character as that character's hit points.
Though this is what the rules give the player, experience with the game teaches that this produces an obviously fragile first-level character. This introduces a conundrum for the participant, both DM and player, regarding the principle of "rules as written." Fifty years of game play has created a number of implicit practices or "house rules" that deliberately transcend rules that are obviously ill-conceived — such as the hit point rule so stated. Traditional convention, going back to about the beginning of the game, is to assume that the beginning player, who might roll the maximum upon the die (in the case of a druid, an "8") has, in fact, done so, without having to actually roll. The practice is not canonical; it is, however, extremely common, so the reader should not be surprised if the DM says, at this point in character creation, to assume that "maximum hit points" were rolled. Note that the DM is entitled to play by the rules as written — it really depends on what you as a DM might wish to do, or what the DM you are playing with chooses to count as policy.
There are many such implicit policies. We shall point them out as we encounter them.
Because hit points draw the line between life and death, and because we have no other pressing issues upon us now, we can take the time to better understand how hit points are adjusted and what they mean to the game of D&D.
