Base information for DD3
DD3 means Dungeons & Dragons 3rd edition
Dungeons & Dragons is the oldest roleplaying game, it follows different evolutions since its released in 1974. There was 3 rules (4 with 3.5) for dungeons and dragons (DD) and 2 for Advanced Dungeon and Dragons (ADD).
Dungeons & Dragons take place in a medieval fantastic world, I mean during the middle-age but with some different stuff like elf, halflings or dragons.
How to play?
You cannot play alone, 2 is the minimum (the player and the master). 3 is my preference. To begin, it would be better (but not necessary) to know someone who already played and will be dungeon master. Else, you just need the player handbook and someone motivated enougth to read it and charismatic enough to manage the game (I said manage not to command).
Which races can I play?
elf
- +2 Dexterity, -2 Constitution
- Immunity to magic sleep effects
- +2 racial saving throw bonus against enchantment spells or effects
- Low-Light Vision
- Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats
- +2 racial bonus on Listen, Search, and Spot checks
- An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it
half-elf
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects
- Low-Light Vision
- +1 racial bonus on Listen, Search, and Spot checks
- Elven Blood: For all effects related to race, a half-elf is considered an elf
- +2 racial bonus on Diplomacy and Gather Information checks
human
- 1 extra feat at 1st level
- 4 extra skill points at 1st level and 1 extra skill point at each additional level
dwarf
- +2 Constitution, -2 Charisma
- Darkvision
- Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up
- +2 racial bonus on saving throws against poison
- +2 racial bonus on saving throws against spells and spell-like effects
- +1 racial bonus on attack rolls against orcs and goblinoids
- +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too
- +2 racial bonus on Appraise checks that are related to stone or metal items
- +2 racial bonus on Craft checks that are related to stone or metal
half-orc
- +2 Strength, -2 Intelligence, -2 Charisma
- Darkvision
- Orc Blood
halfelin
- +2 Dexterity, -2 Strength
- +2 racial bonus on Climb, Jump, Listen, and Move Silently checks
- +1 racial bonus on all saving throws
- +2 morale bonus on saving throws against fear
- Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character
- +1 racial bonus on attack rolls with thrown weapons and slings
- +2 auditive perception
gnome
- +2 Constitution, -2 Strength.
- Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
- Gnome base land speed is 20 feet.
- Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
- +2 racial bonus on saving throws against illusions.
- Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
- +1 racial bonus on attack rolls against kobolds and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
- +2 racial bonus on Listen checks.
- +2 racial bonus on Craft (alchemy) checks.
- Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
- Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
- Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.
Which classes can I play
- Barbarian (Do you really need a description?)
- Bard (Playing class, an artist)
- Druid (Nature's priest)
- Sorcerer (Hum? someone who cast spells)
- Fighter (Someone who dance and sing...)
- Wisard (Hum? casting spells too)
- Monk (the shaolin not a christian one)
- Paladin (Fighter of good)
- Cleric (Fighter and healer, his spells are divine ones)
- Rogue (Knowledge of nature)
- Ranger (from the stiller to the killer)
What is skills and feats?
Skills permit you to have more chance of success in some actions during the game. Feats look like that also but on more actions, a feat can give you special abilities. (not translated in this generator)
What about armor, weapons and equipment?
A warrior will use weapons, bard or ranger use equipement. Casters use also equipment. Rogue and monk don't forget equipment but use their body a lot. (not translated in this generator)
Which spells?
Depends on the role you want to play in the game. Some help your friends, some are for attack, some are special abilities (like flight). Every caster have specific spells. (not translated in this generator)
How are decided the abilities?
Strength, dexterity, wisdom, constitution, intelligence and charisma are randomized with dice in a real game (function random seed on the time for this generator) and they depend on the selected race. The capacity to load many things depend of the strength, money depend of the class (don't take a monk to be a rich person) and the skill points depend of the race and intelligence.