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Complexity as a Barrier to Playing Dungeons & Dragons
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<blockquote data-quote="Keldryn" data-source="post: 5505319" data-attributes="member: 11999"><p><strong>D&D 3.x</strong></p><p></p><p><span style="font-size: 12px">D&D 3.x</span></p><p></p><p>Regdar, 1st-level Fighter</p><p>Male Human, 19 years old</p><p>Alignment: Neutral Good</p><p></p><p>Strength 16 (+3 to melee attack and damage rolls)</p><p>Dexterity 14 (+2 to ranged attack rolls; +2 to AC and Reflex save)</p><p>Constitution 13 (+1 hit points per die; +1 to Fort save)</p><p>Intelligence 10</p><p>Wisdom 12 (+1 to Will save)</p><p>Charisma 11</p><p></p><p>Languages: Common</p><p></p><p>Hit Points: 11</p><p>Base Attack Bonus: +1 (+4 Melee, +3 Ranged)</p><p>Armor Class: 18 (+4 [Scale mail], +2 [Heavy steel shield], +2 [Dex])</p><p> Touch AC: 12 | Flat-Footed AC: 16</p><p> Skill check penality: -6</p><p> </p><p>Move: 20' (4 squares)</p><p>Initiative: +2</p><p></p><p>Saving Throws:</p><ul> <li data-xf-list-type="ul"> Fortitude: +3</li> <li data-xf-list-type="ul"> Reflex: +2</li> <li data-xf-list-type="ul"> Will: +3</li> </ul><p></p><p>Feats (2 general, 1 fighter):</p><ul> <li data-xf-list-type="ul"> Weapon Focus (Longsword) - +1 on attack rolls</li> <li data-xf-list-type="ul"> Iron Will - +2 to Will save</li> <li data-xf-list-type="ul"> Alertness - +2 to Listen, +2 to Spot</li> </ul><p> </p><p>Trained Skills (12 skill points):</p><ul> <li data-xf-list-type="ul"> Ride +6 (4 ranks, Dex)</li> <li data-xf-list-type="ul"> Swim -5 (4 ranks, Str)</li> <li data-xf-list-type="ul"> Handle Animal +4 (4 ranks, Cha)</li> </ul><p> </p><p>Common Untrained Skills:</p><ul> <li data-xf-list-type="ul"> Spot +3 (Wis)</li> <li data-xf-list-type="ul"> Listen +3 (Wis)</li> <li data-xf-list-type="ul"> Sense Motive +1 (Wis)</li> </ul><p></p><p>Weapon Proficiencies: All simple and martial weapons</p><p>Armor Proficiencies: All armor and shields </p><p></p><p>Attacks: </p><ul> <li data-xf-list-type="ul"> Longsword (+5 to hit; Damage: 1d8+3; Critical: 19-20; Type: Slashing) <br /> Attack: +1 [BAB], +3 [Str], +1 [Weapon Focus] = +5</li> <li data-xf-list-type="ul">Short bow (+3 to hit; Damage: 1d6; Critical: x3; Range: 60'; Type: Piercing)</li> </ul><p></p><p><strong>The Basics:</strong></p><p></p><p>Your six ability scores represent your character's basic physical and mental capabilities. They range from 8 to 20 for beginning characters, with a score of 10 representing average human ability. Higher scores reflect greater capabilities.</p><p></p><p>When you want your character to do something, tell the DM what you wish to do and describe how you do it. The DM will narrate the outcome of your actions. </p><p></p><p>If the success of an action is not guaranteed, the DM may ask you to make a roll to determine whether you succeed or fail. All checks to determine if an action is successful fall under a universal mechanic: roll 1d20, add appropriate modifiers, and compare to a target difficulty class number (DC). </p><p></p><p>An <em>ability check</em> is sometimes used if there is no specific rule to determine the success of an action. Roll 1d20 and add the modifier for the relevant ability score.</p><p></p><p><em>Skill checks</em> are a type of ability check and represent specific training or experience.</p><p></p><p><em>Saving Throws:</em> sometimes you will need to make a saving throw to avoid negative conditions or special damage. Your DM may ask you to make a Fortitude, Reflex, or Will save (1d20 + saving throw modifier).</p><p></p><p></p><p><strong>In Combat:</strong></p><p></p><p><em>One Round:</em> represents 6 seconds of time in the game world. During each round of combat, every participant gets a turn to act.</p><p></p><p><em>Actions:</em> during your turn, you may take one standard action (generally an attack) and one move action (move up to your movement rate). You may also take one or more free actions on your turn, within reasonable limits. Some actions require an entire round; a full-round action takes the place of both your standard and move actions.</p><p></p><p><em>Surprise:</em> when combat starts, the DM may ask you to make a Listen or Spot check to determine if you are surprised. Any individual is who surprised does not get to act during the surprise round. If you may act during the surprise round, you may only take one standard action and no other actions.</p><p></p><p><em>Initiative:</em> at the start of combat, roll 1d20 + Dexterity modifier to determine your place in the combat sequence.</p><p></p><p><em>Moving:</em> during your turn, you can move up to your speed (20' or 4 squares) as a move action. You may take a second move action in place of your standard action.</p><p></p><p><em>Attacking:</em> roll a d20 and add your attack bonuses. If the total equals or exceeds the target's armor class, you hit. When an opponent attacks you, the DM rolls to hit your AC.</p><p></p><p><em>Inflicting Damage:</em> if you hit, roll your weapon damage die and add applicable damage bonuses. When an enemy's hit point total reaches 0, it's dead.</p><p></p><p><em>Taking Damage:</em> if you get hit, subtract the amount of damage you take from your hit points. If your hit points reach 0, you fall unconscious and "bleed out" at an additional -1 hit point per round. If you do not stabilize before you reach -10 hit points, you die.</p><p></p><p><em>Healing:</em> if you get healed, add the amount to your hit points. You can't exceed your original hit point total.</p><p></p><p><em>Attacks of Opportunity (AoO):</em> an armed combatant is considered to "threaten" the area around him (for human-sized characters, this is generally 5' or one square). In general, performing an action within a threatened area that takes one's attention away from the fight will grant the opponent a free Attack of Opportunity (AoO). Moving out of a threatened space will also generally draw an AoO. Under normal circumstances, a combatant may only make one AoO per round.</p><p></p><p><em>Withdrawing:</em> if you take a full-round action to withdraw from combat, you may move up to double your speed and do not provoke an AoO for leaving that opponent's threatened area.</p><p></p><p><em>5' Step:</em> If you take a 5' step as your move action, you do not provoke an AoO.</p><p></p><p> </p><p><strong>Notes:</strong></p><p></p><p>The player can be informed that he may attempt one of the situationally-useful combat maneuvers (disarm, trip, bull rush, etc) if the opportunity presents itself, but a new player can get along just fine for quite some time without having to worry about them. And if the player comes up with the idea on his own, the rules are there.</p><p></p><p>The assumed party includes a 1st-level cleric, so it is likely that this character will encounter some of the following effects and need to apply them. Most of these effects last for 1 minute (10 rounds), so in most cases they will last the entire duration of the encounter:</p><ul> <li data-xf-list-type="ul"> +1 to a single attack roll, saving throw, or skill check (<em>Guidance</em> orison) <br /> </li> <li data-xf-list-type="ul"> +1 resistance bonus to saving throws (<em>Resistance</em> orison) <br /> </li> <li data-xf-list-type="ul"> 1 temporary hit point (<em>Virtue</em> orison)<br /> </li> <li data-xf-list-type="ul"> +1 morale bonus on attack rolls (<em>Bless</em>)<br /> </li> <li data-xf-list-type="ul"> +1 enhancement bonus to attack and damage rolls with a single weapon (<em>Magic Weapon</em>) <br /> </li> <li data-xf-list-type="ul"> +2 deflection bonus to AC and +2 resistance bonus to saving throws, both against evil creatures (<em>Protection From Evil</em>) <br /> </li> <li data-xf-list-type="ul"> +2 deflection bonus to AC (<em>Shield of Faith</em>)</li> </ul></blockquote><p></p>
[QUOTE="Keldryn, post: 5505319, member: 11999"] [b]D&D 3.x[/b] [SIZE="3"]D&D 3.x[/SIZE] Regdar, 1st-level Fighter Male Human, 19 years old Alignment: Neutral Good Strength 16 (+3 to melee attack and damage rolls) Dexterity 14 (+2 to ranged attack rolls; +2 to AC and Reflex save) Constitution 13 (+1 hit points per die; +1 to Fort save) Intelligence 10 Wisdom 12 (+1 to Will save) Charisma 11 Languages: Common Hit Points: 11 Base Attack Bonus: +1 (+4 Melee, +3 Ranged) Armor Class: 18 (+4 [Scale mail], +2 [Heavy steel shield], +2 [Dex]) Touch AC: 12 | Flat-Footed AC: 16 Skill check penality: -6 Move: 20' (4 squares) Initiative: +2 Saving Throws: [list] [*] Fortitude: +3 [*] Reflex: +2 [*] Will: +3 [/list] Feats (2 general, 1 fighter): [list] [*] Weapon Focus (Longsword) - +1 on attack rolls [*] Iron Will - +2 to Will save [*] Alertness - +2 to Listen, +2 to Spot [/list] Trained Skills (12 skill points): [list] [*] Ride +6 (4 ranks, Dex) [*] Swim -5 (4 ranks, Str) [*] Handle Animal +4 (4 ranks, Cha) [/list] Common Untrained Skills: [list] [*] Spot +3 (Wis) [*] Listen +3 (Wis) [*] Sense Motive +1 (Wis) [/list] Weapon Proficiencies: All simple and martial weapons Armor Proficiencies: All armor and shields Attacks: [list] [*] Longsword (+5 to hit; Damage: 1d8+3; Critical: 19-20; Type: Slashing) Attack: +1 [BAB], +3 [Str], +1 [Weapon Focus] = +5 [*]Short bow (+3 to hit; Damage: 1d6; Critical: x3; Range: 60'; Type: Piercing) [/list] [b]The Basics:[/b] Your six ability scores represent your character's basic physical and mental capabilities. They range from 8 to 20 for beginning characters, with a score of 10 representing average human ability. Higher scores reflect greater capabilities. When you want your character to do something, tell the DM what you wish to do and describe how you do it. The DM will narrate the outcome of your actions. If the success of an action is not guaranteed, the DM may ask you to make a roll to determine whether you succeed or fail. All checks to determine if an action is successful fall under a universal mechanic: roll 1d20, add appropriate modifiers, and compare to a target difficulty class number (DC). An [i]ability check[/i] is sometimes used if there is no specific rule to determine the success of an action. Roll 1d20 and add the modifier for the relevant ability score. [i]Skill checks[/i] are a type of ability check and represent specific training or experience. [i]Saving Throws:[/i] sometimes you will need to make a saving throw to avoid negative conditions or special damage. Your DM may ask you to make a Fortitude, Reflex, or Will save (1d20 + saving throw modifier). [b]In Combat:[/b] [i]One Round:[/i] represents 6 seconds of time in the game world. During each round of combat, every participant gets a turn to act. [i]Actions:[/i] during your turn, you may take one standard action (generally an attack) and one move action (move up to your movement rate). You may also take one or more free actions on your turn, within reasonable limits. Some actions require an entire round; a full-round action takes the place of both your standard and move actions. [i]Surprise:[/i] when combat starts, the DM may ask you to make a Listen or Spot check to determine if you are surprised. Any individual is who surprised does not get to act during the surprise round. If you may act during the surprise round, you may only take one standard action and no other actions. [i]Initiative:[/i] at the start of combat, roll 1d20 + Dexterity modifier to determine your place in the combat sequence. [i]Moving:[/i] during your turn, you can move up to your speed (20' or 4 squares) as a move action. You may take a second move action in place of your standard action. [i]Attacking:[/i] roll a d20 and add your attack bonuses. If the total equals or exceeds the target's armor class, you hit. When an opponent attacks you, the DM rolls to hit your AC. [i]Inflicting Damage:[/i] if you hit, roll your weapon damage die and add applicable damage bonuses. When an enemy's hit point total reaches 0, it's dead. [i]Taking Damage:[/i] if you get hit, subtract the amount of damage you take from your hit points. If your hit points reach 0, you fall unconscious and "bleed out" at an additional -1 hit point per round. If you do not stabilize before you reach -10 hit points, you die. [i]Healing:[/i] if you get healed, add the amount to your hit points. You can't exceed your original hit point total. [i]Attacks of Opportunity (AoO):[/i] an armed combatant is considered to "threaten" the area around him (for human-sized characters, this is generally 5' or one square). In general, performing an action within a threatened area that takes one's attention away from the fight will grant the opponent a free Attack of Opportunity (AoO). Moving out of a threatened space will also generally draw an AoO. Under normal circumstances, a combatant may only make one AoO per round. [i]Withdrawing:[/i] if you take a full-round action to withdraw from combat, you may move up to double your speed and do not provoke an AoO for leaving that opponent's threatened area. [i]5' Step:[/i] If you take a 5' step as your move action, you do not provoke an AoO. [b]Notes:[/b] The player can be informed that he may attempt one of the situationally-useful combat maneuvers (disarm, trip, bull rush, etc) if the opportunity presents itself, but a new player can get along just fine for quite some time without having to worry about them. And if the player comes up with the idea on his own, the rules are there. The assumed party includes a 1st-level cleric, so it is likely that this character will encounter some of the following effects and need to apply them. Most of these effects last for 1 minute (10 rounds), so in most cases they will last the entire duration of the encounter: [list] [*] +1 to a single attack roll, saving throw, or skill check ([i]Guidance[/i] orison) [*] +1 resistance bonus to saving throws ([i]Resistance[/i] orison) [*] 1 temporary hit point ([i]Virtue[/i] orison) [*] +1 morale bonus on attack rolls ([i]Bless[/i]) [*] +1 enhancement bonus to attack and damage rolls with a single weapon ([i]Magic Weapon[/i]) [*] +2 deflection bonus to AC and +2 resistance bonus to saving throws, both against evil creatures ([i]Protection From Evil[/i]) [*] +2 deflection bonus to AC ([i]Shield of Faith[/i]) [/list] [/QUOTE]
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