[DnD 4th edition] DungeonMastersGuide, RPG, Dungeons and Dragons - D&D
[ Pobierz całość w formacie PDF ] D ungeon M aster ’ s G uide ® ROLEPLAYING GAME CORE RULES James Wyatt CREDITS D&D ® 4th Edition Design Team Rob Heinsoo, Andy Collins, James Wyatt Graphic Designers Keven Smith, Leon Cortez, Emi Tanji D&D 4th Edition Final Development Strike Team Bill Slavicsek, Mike Mearls, James Wyatt Additional Graphic Design Karin Powell, Mari Kolkowski, Shauna Wolf Narciso, Ryan Sansaver Dungeon Master’s Guide Design James Wyatt Concept Artists Rob Alexander, Dave Allsop, Christopher Burdett, Adam Gillespie, Lars Grant-West, David Griffith, Lee Moyer, William O’Connor Dungeon Master’s Guide Development Andy Collins, Mike Mearls, Stephen Radney-MacFarland, Peter Schaefer, Stephen Schubert Interior Illustrations Rob Alexander, Steve Argyle, Wayne England, Jason Engle, David Griffith, Espen Grundetjern, Brian Hagan, Ralph Horsley, Howard Lyon, Lee Moyer, William O’Connor, Wayne Reynolds, Dan Scott, Ron Spears, Chris Stevens, Anne Stokes, Eva Widermann Dungeon Master’s Guide Editing Michele Carter, Jennifer Clarke Wilkes, Julia Martin Dungeon Master’s Guide Managing Editing Kim Mohan Additional Design and Development Richard Baker, Greg Bilsland, Logan Bonner, Bart Carroll, Michele Carter, Jennifer Clarke Wilkes, Bruce R. Cordell, Jeremy Crawford, Jesse Decker, Michael Donais, Robert Gutschera, Gwendolyn F. M. Kestrel, Peter Lee, Julia Martin, Kim Mohan, David Noonan, Christopher Perkins, Matthew Sernett, Chris Sims, Ed Stark, Rodney Thompson, Rob Watkins, Steve Winter, Chris Youngs Cartography Mike Schley D&D Brand Team Liz Schuh, Scott Rouse, Sara Girard, Kierin Chase, Martin Durham, Linae Foster Publishing Production Specialists Angelika Lokotz, Erin Dorries, Moriah Scholz, Christopher Tardiff Director of R&D, Roleplaying Games/Book Publishing Bill Slavicsek Prepress Manager Jefferson Dunlap D&D Story Design and Development Manager Christopher Perkins Imaging Technicians Travis Adams, Bob Jordan, Sven Bolen D&D System Design and Development Manager Andy Collins Production Manager Cynda Callaway D&D Senior Art Director Stacy Longstreet Building on the Design of Previous Editions by E. Gary Gygax , Dave Arneson (1st Edition and earlier); David “Zeb” Cook (2nd Edition); Jonathan Tweet , Monte Cook , Skip Williams , Richard Baker , Peter Adkison (3rd Edition) Cover Illustration Wayne Reynolds (front), Brian Hagan (back) Special Thanks to Brandon Daggerhart, keeper of Shadowfell Dedicated to the memory of E. Gary Gygax 620-21750720-001 EN 9 8 7 6 5 4 3 2 1 First Printing: June 2008 ISBN: 978-0-7869-4880-2 U.S., CANADA, ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Inc. P.O. Box 707 Renton WA 98057-0707 +1-800-324-6496 EUROPEAN HEADQUARTERS Hasbro UK Ltd Caswell Way Newport, Gwent NP9 0YH GREAT BRITAIN Please keep this address for your records WIzARDS OF THE COAST, BELGIUM ’t Hofveld 6D 1702 Groot-Bijgaarden Belgium +32 2 467 3360 Dungeons & Dragons, D&D, d20, d20 System, Wizards of the Coast, Player’s Handbook , Dungeon Master’s Guide , Monster Manual , D&D Insider , all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are property of Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. Any similarity to actual people, organizations, places, or events included herein is purely coincidental. Printed in the U.S.A. ©2008 Wizards of the Coast, Inc. VISIT OUR WEBSITE AT WWW.WIZARDS.COM/DND CONTENTS 1: HOW TO BE A DM . . . . . . . . . . . . . 4 The Gaming Group................ 6 The Players ....................... 8 The Dungeon Master ............. 12 Table Rules . . . . . . . . . . . . . . . . . . . . . . 14 Outdoor Terrain . . . . . . . . . . . . . . . 66 Light Sources . . . . . . . . . . . . . . . . . . 66 Vision and Special Senses.......67 Sample Fantastic Terrain . . . . . . . 67 9: THE WORLD .................148 The D&D World . . . . . . . . . . . . . . . . 150 Civilization . . . . . . . . . . . . . . . . . . . . . 152 Mapping a Settlement.........154 Teleportation Circles ..........156 The Wild.......................158 Weather . . . . . . . . . . . . . . . . . . . . . 158 Environmental Dangers . . . . . . . 158 Starvation, Thirst, and Sufocation.............159 The Planes......................160 The Gods.......................162 Artifacts........................164 The Axe of the Dwarvish Lords.............165 The Eye of Vecna..............167 The Hand of Vecna............168 The Invulnerable Coat of Arnd . . . . . . . . . . . . . . . 170 Languages ......................171 5: NONCOMBAT ENCOUNTERS 70 Skill Challenges ..................72 Running a Skill Challenge....... 74 Opposed Checks............... 74 Interrupting a Skill Challenge . . . 75 Sample Skill Challenges . . . . . . . . 76 Puzzles..........................81 Using Puzzles..................81 Designing Puzzles..............82 Traps and Hazards . . . . . . . . . . . . . . . 85 Using Traps and Hazards........87 Sample Traps and Hazards......87 2: RUNNING THE GAME . . . . . . . . 16 Preparing........................ 18 Getting Started . . . . . . . . . . . . . . . . . . 19 Chronicling a Game . . . . . . . . . . . . 19 Modes of the Game . . . . . . . . . . . . . . 20 Narration........................22 Pacing...........................24 Props . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Dispensing Information...........26 Passive Skill Checks............26 Informing Players . . . . . . . . . . . . . . 26 Rituals . . . . . . . . . . . . . . . . . . . . . . . . 27 Improvising......................28 Ending . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Troubleshooting. . . . . . . . . . . . . . . . . . 30 Teaching the Game...............33 6: ADVENTURES .................94 Published Adventures . . . . . . . . . . . . 96 Fixing Problems..................98 Building an Adventure...........100 Quests . . . . . . . . . . . . . . . . . . . . . . . . . 102 Encounter Mix . . . . . . . . . . . . . . . . . . 104 Adventure Setting...............106 Setting Personality ............108 Setting Details................110 Furnishings and Features . . . . . . 111 Mapping the Site..............112 Outdoor Settings . . . . . . . . . . . . . 114 Event-Based Adventures.......115 Cast of Characters . . . . . . . . . . . . . . 116 Allies as Extra Characters......116 10: THE DM’S TOOLBOX . . . . . . . 172 Customizing Monsters...........174 Increasing or Decreasing Level............174 Adding Equipment . . . . . . . . . . . . 174 Templates . . . . . . . . . . . . . . . . . . . . 175 Functional Templates..........176 Class Templates...............182 Creating Monsters . . . . . . . . . . . . . . 184 Monster Design Steps . . . . . . . . . 184 Elite and Solo Monsters........184 Creating NPCs ..................186 NPC Design Steps.............187 Level Bonus and Magic Threshold ............187 Creating House Rules............189 Rules Design 101 . . . . . . . . . . . . . 189 Example House Rules . . . . . . . . . 189 Fumble . . . . . . . . . . . . . . . . . . . . 189 Critical Success and Failure . . 189 Random Dungeons..............190 Random Encounters.............193 3: COMBAT ENCOUNTERS . . . . . 34 Combat Fundamentals . . . . . . . . . . . 36 Monster Readiness .............36 Surprise .......................36 Roll Initiative!..................38 Running Combat...............40 When Is an Encounter Over?.... 41 After an Encounter............. 41 Additional Rules . . . . . . . . . . . . . . . . . 42 Actions the Rules Don’t Cover . . 42 Cover . . . . . . . . . . . . . . . . . . . . . . . . . 43 Forced Movement and Terrain . . 44 Aquatic Combat . . . . . . . . . . . . . . . 45 Mounted Combat . . . . . . . . . . . . . . 46 Flying . . . . . . . . . . . . . . . . . . . . . . . . . 47 Disease . . . . . . . . . . . . . . . . . . . . . . . 49 Poison . . . . . . . . . . . . . . . . . . . . . . . . 50 7: REWARDS ....................118 Experience Points ...............120 Quests . . . . . . . . . . . . . . . . . . . . . . . . . 122 Milestones......................123 Treasure........................124 Monetary Treasure ............124 Gems . . . . . . . . . . . . . . . . . . . . . . . . 124 Art Objects...................124 Magic Items . . . . . . . . . . . . . . . . . . 125 Awarding Treasure ............125 Treasure Parcels . . . . . . . . . . . . . . 126 4: BUILDING ENCOUNTERS ....52 Monster Roles . . . . . . . . . . . . . . . . . . . 54 Encounter Components . . . . . . . . . . 56 Encounter Level................56 Target XP Reward..............57 Encounter Templates .............58 Battleield Control . . . . . . . . . . . . . 58 Commander and Troops ........58 Dragon’s Den ..................58 Double Line . . . . . . . . . . . . . . . . . . . 58 Wolf Pack . . . . . . . . . . . . . . . . . . . . . 59 Encounter Settings ...............60 Terrain Features . . . . . . . . . . . . . . . 60 Terrain and Roles . . . . . . . . . . . . . . 62 Sample Mundane Terrain .......64 11: FALLCREST . . . . . . . . . . . . . . . . . . 196 The Town of Fallcrest............198 The Nentir Vale .................206 Involving the Players . . . . . . . . . . . . 209 Kobold Hall.....................210 8: CAMPAIGNS . . . . . . . . . . . . . . . . . . 130 Published Campaigns . . . . . . . . . . . 132 Campaign Theme . . . . . . . . . . . . . . . 134 Super Adventures ...............138 Campaign Story.................140 Beginning a Campaign...........142 Starting at Higher Level........143 Running a Campaign . . . . . . . . . . . . 14 4 Tiers of Play . . . . . . . . . . . . . . . . . . . . 146 Ending a Campaign..............147 COMBAT CARDS . . . . . . . . . . . . . . . 220 INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . 221 BATTLE GRIDS .................222 CHAPTeR 1 1 Most games have a winner and a loser, but the Dungeons & Dragons Roleplaying Game is fundamentally a cooperative game. The Dungeon Master (DM) plays the roles of the antagonists in the adventure, but the DM isn’t playing against the player characters (PCs). Although the DM represents all the PCs’ opponents and adversaries—monsters, nonplayer characters (NPCs), traps, and the like—he or she doesn’t want the player characters to fail any more than the other players do. The players all cooperate to achieve success for their characters. The DM’s goal is to make success taste its sweetest by presenting challenges that are just hard enough that the other players have to work to overcome them, but not so hard that they leave all the characters dead. At the table, having fun is the most important goal—more important than the characters’ success in an adventure. It’s just as vital for everyone at the table to cooperate toward making the game fun for everyone as it is for the player characters to cooperate within the adventure. This chapter includes the following sections. ✦ The Gaming Group: Here you learn what components you need to play the D&D game. ✦ The Players: Understand your players, help them to assemble as a successful party of player characters, and run a game they want to play. ✦ The Dungeon Master: Understand the role of a DM in the game and what kind of game you want to make. ✦ Table Rules: Consider table rules you should agree on—guidelines for you and the players’ behavior during the game. 4 CHAPTeR 1 | How to Be a DM HOW TO BE A DM
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