Dungeons & Dragons For Dummies | 
enlarge | Authors: Bill Slavicsek, Rich Baker Publisher: For Dummies Category: Book
List Price: $19.99 Buy New: $2.40 You Save: $17.59 (88%)
New (35) Used (36) from $1.21
Avg. Customer Rating: 21 reviews Sales Rank: 133714
Media: Paperback Edition: 1 Number Of Items: 1 Pages: 432 Shipping Weight (lbs): 1.4 Dimensions (in): 9.1 x 7.4 x 1
ISBN: 0764584596 Dewey Decimal Number: 793.93 UPC: 785555899407 EAN: 9780764584596 ASIN: 0764584596
Publication Date: April 29, 2005 Availability: Usually ships in 1-2 business days Shipping: Expedited shipping available Shipping: International shipping available Condition: New Publisher's Overstock! Has a slight crease in the cover. We provide delivery confirmation emails that includes tracking numbers on all domestic orders.
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Product Description Caught in traffic. Trapped in a cubicle. Stuck in a rut. Tangled up in red tape. In the real world, sometimes you feel powerless—but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure. With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through: - Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement
- The races: humans, dwarves, elves, and halflings
- The types of character actions: attack rolls, skill check, and ability checks
- The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma
- Feat requirements and types
- Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying
- Picking skills, armor, weapons, and gear
- Choosing spells if your character is a sorcerer or domains for a cleric
- Building encounter or combat strategies and using advanced tactics
- Maximizing your character’s power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items
- D & D game etiquette
- Becoming a Dungeon Master
There’s even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, andcomplete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.
Download Description The fun and easy way to get started in this popular fantasy role-playing game Market research indicates that 4 million American males, ages 8 to 45, play Dungeons & Dragons, while 7.6 million who haven't played say they want to learn how. The popularity of recent sci-fi and fantasy movies has also boosted interest. D&D is complex to learn, and this friendly guide helps the curious locate a game, understand the rules, choose or create a character, follow proper game etiquette, and even move up in the hierarchy to become a Dungeon Master. The four-page foldout cheat sheet will include markers and a model dungeon layout that serves as an actual game board, allowing readers to play using this book and nothing else.
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| Customer Reviews: Read 16 more reviews...
D&D really for dummies May 19, 2008 1 out of 1 found this review helpful
The book is almost perfect, i miss ideas for wizard, druids, rangers, paladins, barbarians, bards and monks.
but i understand the main idea, sorcerer, rogue, cleric and fighters are really easier to play and construct, that's because it is for newbies.
Great Title for Beginers February 28, 2008 An Amazing resource for starting players. The D&D books can be overly complicated & confusing to new players & non-RPGers. This Helps ALOT in explaining vast amounts of info. Some of it is a little out of date(it's a 3.0 book)but still a great resource. There are 3 premade characters for 4 of the base classes & notes on all classes that really help you out in the begining. The top 10 spell & monsters lists are a gream way for a beginer player or DM. It includes a premade adventure& sample map!
good book January 27, 2008 i bought this book for my 12 year old son, who is just starting to play D & D. He has really liked this book, and says that is has helped him a lot. It was also recommended by a more experiencecd player.
Base and disappointing example of the worst of roleplaying January 25, 2008 3 out of 5 found this review helpful
While this book is easy to read and nicely arranged, there my compliments end. Any experienced roleplayers that pick this book up are likely to be turned off by the twinkish attitude it has. Though it's mainly for learning the technical side of the game, it makes no attempt whatsoever to mention the roleplaying aspect of the game. Much to my horror, I found a whole chapter on min-maxing something that's generally considered one of the worst aspects of D&D, complete with a big encouragement to multiclass solely for the abilities of the classes. I would suggest this book only to those players that only care about killing goblins in dungeons, as real roleplayers that want story and characters will hate this book.
Version 3.5 October 16, 2007 I do not deny that "D&D for Dummies" does an excellent job explaining the rules for the D&D 3.5 version, but would have been slightly happier with this product if it had told me early on in the reading that it was for version 3.5, as I was joing a D&D group for the first time, and they were using version 2.0. As it was, I had a basic grasp of the concepts, but had I know, I might not have done as much highlighting or note-jotting as I did.
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