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Forecasting - Facts and Fallacies
Forecasting - Facts and Fallacies
$28.35  $23.90
Sport & Recreation » 9780470292907

Dungeons and Dragons 4th Edition For Dummies


$23.91 inc GST 











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 
For more information, please visit this products webpage.
This product was added to our catalog on Tuesday 25 November, 2008.
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