Keeps and Dragons

Keeps and dragons , of English Dungeon & Dragons , often shortened in D&D or Donj' , are a Medieval-fantastic Roleplay created by E. Gary Gygax and Dave Arneson in the Années 1970. It is in fact the first roleplay published and marketed. Gygax founded in addition the company of edition TSR ( Tactical studies rules ) to publish the play. TSR was thus the first editor of roleplay.

History and editions

Origins

Keeps and dragons are resulting directly from the wargames. Gary Gygax and Dave Arneson thought of making evolve/move a wargame named Chainmail (of Gary Gygax and Jeff Perren). But they followed a advance which led them to imagine a play where the heroes of wargames would live adventures between their large military campaigns. Although the roleplay existed quite front in other forms and other names, they were the first to formalize it and to give him rules.

Dungeon & Dragons

Starting from the exit of the first edition in 1974 (published by TSR, at the time a company amateur), the play was a great success and was largely packed by many extensions and editions, an edition being an in-depth rewriting of the rules of the game.

In 1977 appears Donjons and dragons basic rules ( Dungeons & Dragons ) (1977) in the form of a series of boxes, the first allowing to play of the not very powerful characters (up to the third level), others corresponding at the more raised levels, and this to the last box which makes it possible to play of the divinities.

Advanced Dungeon & Dragons

In 1978 are published the advanced Rules of Keeps and dragons ( Advanced Dungeons & Dragons , AD&D ), composed of three basic books (the Manuel of the Players , the Guide of the Master and the Manuel of the monsters , published in English of 1977 to 1979) making it possible to play all the levels, and of many extensions. AD&D is a compilation and a recasting of the rules published in the basic box and the supplements of D&D . Very many supplements leave for AD&D , like several decorations of countryside.

Dungeon & Dragons BASIC Set

At the same time as the exit d' AD&D , TSR lance a range intended to facilitate the initiation of new players. This range keeps the name of Dungeons & Dragons and is published in several handbooks: the first, the BASIC Set , makes it possible to play of the characters of level 1 to 3, then the Expert Set , Companion Set and Master Set a little further push back each one the limit from level, to finish with l' Immortals Set which makes it possible to incarnate divinities. It is also possible to pass to AD&D after having tested the BASIC Set of D&D , but the rules of the two ranges are not compatible between them.

Until first half of the the Nineties, the two different ranges coexist, AD&D becoming however largely more popular than D&D .

Advanced Dungeon & Dragons, 2nd edition

In 1989 the 2nd edition d' AD&D (also called AD&D2 ) appears, by TSR, it so made up of three basic books and a plethora of supplements. The second edition d' AD&D radically does not change the system of play. The fates are divided in various schools for the magi and spheres for the priests. An optional system of competences appears. Certain classes are worked over again; in particular, to counter the charges of incentive to the satanism which they had received, TSR withdrew from the rules the possibility of playing an half-orc, a monk or an assassin. The devils and demons of the bestiary are famous respectively Baatezu and laughed Tanar' for the same reasons.

Many supplements are published by TSR for AD&D2 . To attract more varied customers, TSR leaves new decorations of countryside in first half of the years 1990: Dark Sun, Planescape, Ravenloft and Birthright appears thus. But the many supplements, which propose each different rule, bring confusion among the players without bringing innovation. This is why in 1997 the series supplements Talents and capacities leave, which introduce more personalization into the system of classes of characters. TSR, in bad financial health, is made off repurchase by the company Wizards the Coast in 1997. Wizards off the Coast continues the production of AD&D but puts an end to several ranges, of which those of Dark Sun, Greyhawk, Planescape, Ravenloft and Birthright.

Dungeon & Dragons, 3rd edition

The 3rd edition of D&D (the term Advanced being abandoned) is published by Wizards off the Coast in 2000. The system of play is completely re-examined and takes the name of D20 System, a system of which the editor authorized the use by other editors (free ludic License, open gaming license OGL).

The D20 system was conceived for the 3rd edition. Contrary to the back issues which locked up the characters in stereotypes and multiplied the rules for each type of action, the most developed rules being those of combat, the D20 system is a system which wants to be much generic and flexible. It brings a great coherence and a greater speed of resolution compared to the rules of the back issues while preserving the mechanisms familiar of the players such as the alignment or the points of life and experiment. In addition, the classes, races and monsters self-censorships in AD&D2 reappear.

The system always calls upon classes of character, kinds of stereotypes of adventurers, but those from now on are varied much. Personalization via a system of gifts and the multiclassage, which is from now on much more accessible, make it possible to vary the characters and thus to propose the idea that the player is done of the character.

The majority of the actions are solved by comparing the result of a die with twenty faces (to which one adds various no-claims bonus and malus) with a numerical value called factor of difficulty “FD” (or degree of difficulty “DD”). This concept applies to all the jets of resolution of action, including the combat (the class of armor being one of the components of the FD) and the jets of safeguard.

See the detailed article D20 System.

D&D edition 3.5

In 2003 edition 3.5 leaves D&D . This edition is only one revision of the preceding one. It while being based on the FAQ was found elaborate on Internet (when a FAQ needs to be used, it is because a point remains dubious in the spirit of the players) and on the recommendations of the players. The authors benefitted from it to give on level, in the Manuel of the players , certain classes of characters too or not considered to be powerful enough. Moreover, some fates were added and others were re-examined. The Guide of the Master , him, was completely reformed. As for the Manual of the monsters , it underwent light modifications as for the presentation of the monsters (most visible being with the level of the attacks and the damage) and certain monsters were rebalanced. Moreover, for certain important monsters, like the balor, the handbook gives an example of strategy followed by the creature at the time of a combat.

Dungeon & Dragons, 4th edition

The August 16th 2007, Wizards off the Coast announces with the Gen Con that the 4th edition is in preparation since 2005 and that the English edition is planned for spring 2008. The Manuel of the players is scheduled for May, is followed by the Guide of the Master and the monstrous Bestiaire in June and July, and the basic handbook of the forgotten Royaumes for August. The play could profit from a support on line paying, for regular updates of the rules, and will comprise from now on 30 levels of class.

Systems of rules

The rules being rather different from one edition to another, here are treated the constants.

Characters

The system of play is a system with classes and levels. A character is defined by:

  • its characteristic quantified: force , intelligence , wisdom , dexterity , constitution and charisma , which defines the forces and innate weaknesses of the character. These scores can be, according to the editions and the main of keep, drawn randomly or bought by distributing a fixed number of points. They are generally, for a human character and beginner, ranging between 3 and 18,10,5 being the average of human normal.
  • its race , each character who can human being or not. Various not-human races are proposed according to the editions and the decorations of countryside. Each one makes modifications to the characteristics, capacities special, and disadvantages.
  • its class , which defines the principal capacities of the character. For example, the warriors excellent with the combat but cannot launch fates. The class also limits the material usable (for example, only the magicians can use certain magic objects, but they are not formed with the port of the heavy armours). Under certain conditions, the characters can have several classes, to combine the advantages but also the limitations of these classes; they progress however less quickly of level.

Alignment

See also: Alignment (Keeps and dragons)

The alignment is one of the fundamental concepts of Donjons and dragons . Alignment is the philosophical orientation of the character, his position with respect to the well and of the badly on the one hand; law and chaos in addition. In addition to the general behavior and the relations with the other beings, alignment has also consequences in terms of rules. For example, it is necessary to be of honest alignment to good be able to select the class paladin.

The well and the badly are not that values morals, in fact cosmic forces clash. The good characters make pass the collective interest before their personal interest, are side of weak and show altruism. The characters bad make use of violence to arrive at their ends, they like to inflict the suffering and death. The neutral characters with respect to the good and of the evil consider that well and badly are two facets of the same reality, that both kill in any case, and that nature acts without moral judgment (the animals kill to eat or to defend oneself, the disease strikes with the aveuglette).

The law and the chaos are also cosmic forces. The honest characters are frank and honest, they respect the word given, the order, the tradition, the rules and the hierarchy. The chaotic characters are characters enthusiast of freedom, individualists or of the anarchists. The neutral characters with respect to the law and of chaos consider that these two forces are necessary: the chaos is the creative force, the permanent change, but without the order, that remains a formless bubble; the law makes it possible to channel this installed capacity and wild and to bring the innovation, but a pleasing excess of law to an opposition to progress, intolerance, impossibility of evolving/moving and of adapting, to the sclerosis, and thus to death.

A horde of brigands without faith nor law plundering, killing and violating is made up chaotic characters bad . The members of a repressive dictatorship are honest bad . A solitary hero fighting for freedom can be chaotic good . The members of an order of hospital knights working for the defense of weak and supporting the poor is composed characters honest goods . One awaits from a judge that it is honest neutral . The hermit recluse in the mountain is a neutral character , just as the animals, deprived of judgment moral and acting according to their instinct.

It should be noted that a character can be neutral strict (neutral for the two components) by defect or choice. In the first case, the character saw his life without being concerned with such considerations; In the second, the character consciously endeavors to maintain balance in the world, even if it means to help a camp when its opposite takes the advantage.

However, the membership of an alignment does not dictate the totality of the behavior. Thus, a honest character can use the trick, a character good can be covetous… Alignment is rather one will have which the character releases, will have to which are sensitive certain beings (of which gods), certain fates and certain magic objects.

Magic

The magic of D&D is, at the base, inspired by that of the dying Earth of the books of Jack Vance. The main feature borrowed from the dying Earth is that the majority of the launchers of fates choose each morning which fates they will be able to launch in the course of the day. Once a launched fate, the launcher of fate will not be able any more to use it before the following day, except if it chose several times the same fate.

Only characters belonging to certain classes of characters can launch fates. For example, the warriors and the robbers are unable (unless being multi-classified). Other classes, like the prowlers and the paladins, can launch fates only starting from one certain level.

The fates are classified by field or category and are associated has a level which in limit the use. Each launcher of fates has a limitation as for the number and with the type of fates which he knows or which are accessible for him, and with the number of fates that he can launch each day. Other limitations specific to the class of the character are also possible.

The launchers of fates receive their capacities of the study or a comprehension of the elementary forces for the magi, the prayer for the priests and the druids or even of an innate capacity for the enchanters. Their fates are generally classified by fields such as the illusions, the enchantments or the invocations. Following a daily rite (study, prayer, etc) generally included/understood during the time of rest imposed by the rules, the launchers of fates obtain the right to use their fates.

  • the magi obtain their fates via the study of the magic. They have access to the totality of the fates of profane magic. They can note a great number of fates in their black books, but do not have access which a relatively limited number of uses per day has. They thus must, after each study, to choose the fates which they wish to memorize in order to use them in the course of the day to come. It is thus possible that a magus is informed of a fate but is not in measurement to use it fault of having memorized it at the time of its study. The memorizing of the fates thus has a great tactical importance for the magi.

  • the priests obtain their fates by dedicating their prayers to their divinity. They have access to a list of fate limited to the fields of competence of this divinity. There exist however generic fates accessible to the majority from the launchers from divine fates.

  • Of other classes of launchers of fates, appeared thereafter, is alternatives of the two classes above.

Evolution of the system of magic

In the first edition of D&D , only two classes can launch fates: the users of magic (who were famous as magi and magicians in the following editions) and the priests (called clerks in certain editions). They have each one access to a different list of fates. The first edition d' AD&D saw appearing other launchers of fates: illusionists, druids, paladins and the prowlers, who each one had their own list of fates. In the second edition d' AD&D , the fates are divided into two: fates of priest, used by the clerks, druids, prowlers, paladins and priests specialists, and the fates of magician who are used by the magi, the illusionists and the other magicians specialists. These two types different of magic become, in the third edition of D&D , the magic layman and the divine magic : each launcher of fate is since or a profane launcher (like a magician) or divine (like a priest). Many fates are however present in several categories, though sometimes with light alternatives.

The combat

The engagements have a great importance in D&D, this is why they occupy a considerable part of the books of rules. It is also the part which at summer the most subjected to the modifications with the liking of the editions. We will thus approach only the general principles present in all the editions.

The engagements are divided into turns and rounds. A round is the duration of an action for a character, as to carry out a master key of weapon, to launch a fate, to drink a potion, etc a turn corresponds to ten rounds. Each character acts one after the other, the order being defined by the initiative. The initiative is a value comprising a fixed part specific to the characteristics and competences of each character to which one adds a jet of dice and which can be subjected to various modifiers.

The chances to touch are determined by the class, the level and the equipment of the attacker on the one hand, and by the armor, dexterity, the size and the equipment of the defender on the other hand, to which can be added various maluses or no-claims bonus of circumstance. The effectiveness of defense is synthesized by a number called class of armor ( CA ), which takes at the same time into account protection against the blows and dodging. The mechanisms of resolution of the engagements largely vary from one edition to another but always rest on the comparison of variables corresponding to a synthesis of the offensive capacities of the attacker and class of armor , to which come to be added one or more jets of Des.

Health

When a character strikes some another, or following the effect of certain fates or events, the wounded character loses points of life. The maximum of points of life of a character depends on his class and its level.

When the characters undergo an aggression other than a physical attack (for example poisoning, disease, traumatism, attack magic…), they announce a jet known as “of safeguard” if they escape the damage or so at least they can reduce them. The chances of success depend on the class and the level of the character, as well as type of aggression.

The lost points of life can be regained by care (natural or magic).

Levels and the experiment

A character assembles level when it accumulated sufficient points of experiment (XP). The points of experiment are gained when the character keep silent a monster or carries out an important action. Certain Masters of keep allot also no-claims bonus or maluses of XP for various reasons (manner of playing of the player, its imagination, its good or ill deeds, etc)

Worlds of Keeps and dragons

The play proceeds in a medieval-fantastic universe with the innumerable inspirations, homages and winks; one can however note the principal inspirations of the universes of Keeps and dragons:

According to Gygax, the influence of Tolkien, author of the Lord of the Rings , is tiny and was justified by the request of the players and the immense success of work.

However, Keeps and dragons with the characteristic not to propose universe of plays packed in its basic books. These universes are developed in many additional supplements. The whole of these universes of plays is named the Multivers, because the reality and the universes of Keeps and dragons can be multiple and inter-connected.

Many universes were developed by various editors and re-examined (for example Laelith by the magazine Casus Belli or the Grounds Balafrées by the editor Sword and Sorcery).

Here is a nonexhaustive list:

  • the world of Faucongris ('' Greyhawk '')
  • forgotten Kingdoms ('' Forgotten Realms '')
  • Eastern Adventures (the Far East)
  • Al-Qadim (Thousand and One Nights)
  • Maztica (conquest of the New World)
  • Chronic , a series of supplements for the basic rules
  • Lancedragon (universe epic)
  • Dark Sun (dark fantasy)
  • Spelljammer (cosmic fantasy)
  • Planescape (based on the voyages interplanaires)
  • Ravenloft (Gothic horror)
  • Birthright (where the players incarnate kings and leaders)
  • Rokugan , the world of the Livre of the five rings (standard fantastic Japan medieval) for the Guide of the East ( Oriental Adventures of the 3rd edition)
  • Kalamar (low-fantasy realistic)
  • Eberron
  • Midnight (resistance in a world conquered by the Evil)

Some of these universes are the subject even of novels; in particular Lancedragon , forgotten Kingdoms and Ravenloft .

These multiple universes of play allow the Masters of the keep and their players to place itself in a context which they like, because the time, technology, the history or the cultures present in these worlds are varied and adaptable. Certain followers of D&D even prefer to create their own worlds in order to adapt them to their own needs. Some of these worlds are available besides on Internet. The decorations of countryside are generally accompanied by many modifications made to the play (new monsters, capacities, etc) and by practical details.

Jargon

In addition to the usual jargon of the roleplays (see the article Roleplay ), Keeps and dragons has its particular vocabulary.

The editions are often indicated by their initial or their initials, D&D is marked “D-D” or “D-and-D”, the advanced rules of the first and the second edition were indicated by “A-D-D” or “Have-D-and-D” (for AD&D ), version 3 is indicated by “D-D-trois” or “D-and-D-THREe” ( D&D3 ), version 3.5 per “D-D-THREE-point-five” or “D-and-D-THREE-point-five”. In a general way, one speaks about “Donj'”.

The leader of play (MJ for the majority of the roleplays) names “main keep” or MANDELEVIUM, one often uses the English initials DM ( Dungeon master ). One uses also sometimes an aged term, used formerly for the majority of the roleplays: that of “Master of the play”.

“Scenarios”, or " scénar" “modules were called”.

When one will play, one uses the neologism “donjonner”, “donjer” or the expression “to be made a donj'”, or quite simply “one donj'” or a " jdr" (roleplay).

The abbreviations or Anglicisms are current:

  • BBA or BAB : “Basic No-claims bonus with the Attack” or “No-claims bonus with the basic Attack”: value to be added to the jets of attack or those of Fight. There are three: the strong BBA (equal to the level) is that of the warrior, the average BBA (equal to 3/4 of the level) is that of the priest and the weak BBA (equal to 1/2 of the level) is that of the magician
  • Backstaber : Franglais verb formed starting from the skill of crafty beggar Backstab (striking in the back, or attacks surprised).
  • Bourrin : player or character who thinks with his muscles while despizing of any subtlety. The kind to be sunk in the heap without reflecting rather than to work out a strategy
  • CA : classify armor (or AC, armor class ); indicate the chances not to be touched by an adversary
  • Cacanne or can: paladin or warrior in punt armor
  • Caster (Franglais verb of the first group formed starting from the verb to cast , throw): to launch a fate; a character is sometimes called a “castor” (Francization of English “caster”) if it has fates
  • Critique : To succeed in obtaining one 20 natural (" naturel" meaning " here; result of the jet before application of the various no-claims bonus or malus") while launching a D20. (in Quebec, to have one 20 hoop is also used) Some weapons have a critic extended on 19-20, even more. Various gifts and fates make it possible to have a greater zone of criticism. The majority of the weapons caractérisque noted a n/xm. For example, 20/x2 means that one should be obtained 20 naturalness to be able to carry a critical blow and that if there is a critical blow, it will be necessary to launch the dice of damage twice. The concept of blow critical is common to many roleplays, but it is very important in D&D.
  • DD : degree of difficulty
  • FD : dice of life of a creature; equivalent of the level. They can come from the race and/or the class of the creature
  • FP : power-factor
  • Fumble : critical failure; obtained by one 1 naturalness while launching 1d20. Nonexclusive Franco-Canadian term with D&D.
  • Large Bill : Player using his character only for the force of this one. Its only goal in the play is to make its character increasingly more powerful and it thus leaves only little (or not) of place to the Roleplay . By extension, this term can also designate the character thus obtained. This concept was born in the parts of D&D but was spread in the majority of the other roleplays. The French term comes from the nickname of a player who played in this way.
  • Healer (of English to heal , which means to look after ): character whose principal occupation is to maintain in life the other players of the group using magic care; generally a priest of good alignment, sometimes a druid, sometimes a bard
  • In range / out range : used as warning is to remind the players to remain concerned when they speak, that is to say to indicate that the comment to come will be except play
  • JS : Jets of Safeguard; they make it possible to resist various events likely to strike the character. Since D&D3, there exists about it of three types: the JS Réflexe (JS ref.) (mainly used for dodging), the JS Vigueur (JS Vig) (physical tiredness, pain, diseases, poison, etc) and the JS Volonté (JS Vol) (mental force of the character; in particular allows to resist the fates controlling the spirit).
  • Mago : magician; can be indifferently used to indicate the class of character éponyme or any launcher of profane fates
  • Mob : term indicating the enemy PNJ such goblins, orcs, trolls,… From the English term " comes; mob" (crowd) but also of M obile OB ject, i.e. an object being driven by itself. This term is directly borrowed from the jargon of the MMORPG.
  • Munchkin : Anglo-Saxon term being equivalent to Large French Bill
  • NPC : Non-Player Character , Character not-player. In French, one says PNJ, but certain donjonneurs kept the English term.
  • km No : Player Killing or Player Killer; when a part turns to the vinegar because certain characters players entretuent themselves. This type of part can also be organized in a voluntary way. This term comes from the MMORPG.
  • PP , PO , EP , PA , PC : Indicate the currency of the play. Coin of Platinum, Gold coin, Electrum Coin, Silver coin and Copper Coin. According to the editions, the value of these coins the ones compared to the others can change.
  • Pal' , pala or palouf' : paladin
  • Rage berserk : left state of fright in which a character any more but does not think of fighting until it is only still upright on the battle field. In this state, the character does not feel any more the pain but does not make any more the distinction between its allies and its enemies. The barbarians (the class of character) can enter in rage berserk at will.
  • To arrange : scouts, also called prowlers in the new versions of the rules (the first French editions used the English term); this term and its French translation most probably come from the Seigneur of the Rings , in which Aragorn is one to arrange/prowler
  • Ressurrecter : to make revive a character (verb drawn from the name of the fate resurrection , instead of the French verb ressusciter )
  • Stats : quantified values of the card of perso
  • Streum : Verlan of “monster”
  • TAC0 (to touch an armor of class zero, marked “taco”) or THAC0 ( to hit armor class zero ): indicate the chances to touch an adversary with the combat in the first two editions
  • XP or PX (sometimes marked " pex") : not of experiment ( experiment Not ).
  • Wawa : term used to designate a warrior (warrior)

Reward

Derivative products

Random links:Angel' S Egg | 1930 en deportes | Singrist | Neaufles-Auvergny | Wedding as a Galileo | Paul Julius Reuter