Explore the fantasy world of D&D and delve into dungeons, slay monsters, and
gain treasure!
If you've been thinking of playing D&D or you've played before and you
want to get up to speed on the all-new 4th Edition, this is the book for you.
Here's what you need to know to join the fantasy fun.
*D&D terminology — understand what ability check, modifier, saving
throw, AC, gp, hp, and XP mean
* Roll the dice — add modifiers and see if you rolled the d20 high enough
to beat the challenge
*Minding your manners — know D&D etiquette so you'll be welcome in
any adventure
*Character building — select your character's race and class, and choose
the best powers, skills, feats, and gear
*Roleplaying — give your character a background and personality quirks
*Combat — use combat rules, a battle grid, and miniatures to play out
furious battles
Open the book and find:
*Everything a new player needs to get started playing D&D
*Details on four fantasy races and four iconic classes
*Explanations of every number and statistic on the character sheet
*The best magic items and equipment for characters of all classes
*Advice on roleplaying and teamwork
*A ready-to-use adventure to get you started as a Dungeon Master
*A ready-to-use battle grid with character and monster markers
About the Authors:
Bill Slavicsek is Director of Roleplaying and Miniatures Game Design at Wizards
of the Coast. His game design credits include Torg, Alternity, D&D Eberron,
and many others.
Richard Baker is a senior game designer on the Roleplaying R&D Team at
WotC and author of eight Forgotten Realms novels.
Table of Contents:
Foreward.
Introduction.
Part I: D&D Crash Course.
Chapter 1: Preparing for Adventure.
Chapter 2: Your First Character.
Chapter 3: Starting Out as a Fighter.
Chapter 4: Starting Out as a Rogue.
Chapter 5: Starting Out as a Wizard.
Chapter 6: Starting Out as a Cleric.
Chapter 7: Playing the Game.
Chapter 8: Practice Session.
Chapter 9: Finding a D&D Game to Join.
Part II: Building a D&D Character.
Chapter 10: Defining Your Character.
Chapter 11: Choosing a Class.
Chapter 12: Picking a Race.
Chapter 13: Figuring Out Your Character’s Ability Scores.
Chapter 14: Choosing Powers.
Chapter 15: Selecting Feats.
Chapter 16: Picking Skills.
Chapter 17: Choosing Armor, Weapons, and Gear.
Chapter 18: Advancing Your Character.
Part III: Playing Your Best Game.
Chapter 19: Handling Yourself in a Fight.
Chapter 20: Making the Most of Magic.
Chapter 21: Roleplaying and Working Together.
Chapter 22: Character Building for Experts.
Part IV: The Art of Dungeon Mastering.
Chapter 23: Running the Game.
Chapter 24: Building a Dungeon.
Chapter 25: Keeping Your Players Happy.
Part V: The Part of Tens.
Chapter 26: The Ten Best Fighter Powers.
Chapter 27: The Ten Best Rogue Powers.
Chapter 28: The Ten Best Wizard Powers.
Chapter 29: The Ten Best Cleric Powers.
Chapter 30: The Ten Best Low-Level Monsters.
Chapter 31: The Ten Best Mid-Level Monsters.
Chapter 32: The Ten Best High-Level Monsters.
Chapter 33: The Ten Best D&D Novels.
Appendix A: Glossary.
Index.
ISBN: 978-0-470-29290-7
Paperback
456 pages
July 2008
$23.91 inc GST