QuickStartRules.pdf

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WELCOME TO 4TH EDITION
The newest edition of the Dungeons & Dragons ® Role-
playing Game showcases an evolution in gameplay and
puts an emphasis on fun. These quick-start rules provide
an overview of the game so that you can play the Keep on
the Shadowfell adventure. For the complete experience,
including character creation and the full rules of the
game, pick up the D&D ® Player’s Handbook ® , Dungeon
Master’s Guide ® , and Monster Manual ® , and check out
www.dndinsider.com .
Add any relevant modifiers (as shown on your character
sheet).
Compare the total result to a target number determined
by the Dungeon Master.
If the result is equal to or higher than the target
number, the task succeeds. If the result is lower than the
target number, the task fails.
There’s a little more to it than that, but the core
mechanic governs all D&D game play. Everything else
is an extension or refinement of the core mechanic. The
following sections describe common examples of the core
mechanic in play.
DUNGEONS & DRAGONS
D&D is the original roleplaying game, the game that cre-
ated a new category of entertainment. Set in a medieval
fantasy world of magic and monsters, the game allows you
to experience stories and adventures full of endless possi-
bilities and amazing surprises.
SKILL CHECKS
When you use a skill, you make a skill check.
Roll a d20 and add your skill modifier (as shown on your
character sheet or in a monster stat block).
Add any situational modifiers, such as effects from
powers.
The total is your check result.
PLAYING D&D
To play, you need a Dungeon Master (DM) to present chal-
lenges, adjudicate the rules, and narrate the adventure.
You also need players to run heroic characters (having five
players works best), an adventure (such as Keep on the Shad-
owfell ), and dice.
A character is a player’s interface with the world of
D&D. Like the hero of a novel or the star of a movie, the
player characters (PCs) are at the center of the action. But
there’s no script to follow—the course of every adventure is
determined through the actions the players take. And each
character grows and improves as the game goes on.
The D&D game uses a special set of dice, including at
least one of each of the following types: d4, d6, d8, d10,
d12, and d20. The number corresponds to the number of
sides each die has. When you roll 3d6 + 4, for example,
you roll three six-sided dice and add 4 to the result.
It also helps to have D&D Miniatures to represent the
heroes and monsters in the game, and D&D Dungeon
Tiles or a battle grid on which to set up the adventure’s
encounters. You can usually find these products at your
local game store or book retailer.
The higher the result, the better. Your result is com-
pared against a Difficulty Class (DC)—a number set by the
DM based on the situation—or an opposed check made by
a character or creature opposing your use of the skill.
Sometimes the only way to complete a complex task
is to perform a skill challenge. A skill challenge requires
a character or characters to achieve a certain number of
successes before achieving a certain number of failures. If
a skill challenge is warranted, an encounter will describe
the relevant skills and how to apply the challenge to the
player character.
ATTACK ROLLS
When you make an attack, you usually make an attack
roll.
Choose the attack type you want to use, such as melee,
ranged, close, or area. (See also “Attack Types”)
Choose a target for your attack that is within the range
of the attack type you selected. Some attacks can target
multiple creatures.
For each creature you are attacking, roll a d20 and add
your attack modifier (as shown on your character sheet
or in the monster stat block).
The total is your attack roll result.
THE CORE MECHANIC
At its heart, the D&D game uses a core game mechanic.
Once you master this, you know how to play the game. It
all revolves around task resolution. How do you know if a
sword swing hits the owlbear? If an outrageous bluff tricks
the guards? If a fireblast spell hits the charging kobolds? It
all depends on these basic rules:
Decide what your character wants to do and tell the
Dungeon Master.
Roll a d20 (the higher the roll, the better).
The higher the result, the better. Your result is
compared against one of the target’s defense scores deter-
mined by the attack power. Characters and monsters have
four defenses: Armor Class (AC), Fortitude, Ref lex, and
Will.
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ENCOUNTERS
The action of a D&D game takes place in encounters. In
encounters, all characters have something to do, and it’s
important for them to work together to overcome what-
ever challenge is set before them. Outside of encounters,
characters explore their environment and engage in
social interactions. When exploration or social interac-
tion involves serious consequences for success or failure, it
becomes an encounter.
Encounters come in two basic forms: combat encoun-
ters and noncombat encounters. During encounters, you
will use powers.
GAINING LEVELS
At the end of an encounter, the Dungeon Master gives
out an equal number of experience points (XP) to each
player character based on the encounter’s difficulty. When
the characters earn enough XP to reach a new level, they
advance and gain new abilities (see the character sheets
for how to improve each character). These improvements
go into effect after an extended rest.
When a character earns a total of 1,000 XP, he or she
achieves 2nd level.
When a character earns a total of 2,250 XP, he or she
achieves 3rd level.
By the end of Keep on the Shadowfell , the characters
should achieve 4th level (3,750 XP) or be very close to
reaching it. From there, you can find more information on
advancing your character in the Player’s Handbook or by
using the D&D Character Builder available for download
at www.dndinsider.com.
COMBAT ENCOUNTERS
Fighting monsters. What D&D adventure would be com-
plete without combat encounters where characters rely on
attack powers, skills, feats, and magic items to battle evil
villains or hordes of ravenous creatures?
NONCOMBAT ENCOUNTERS
Noncombat encounters focus on skill use, utility powers,
your wits, and roleplaying. These encounters include
dealing with traps and hazards, solving puzzles, confront-
ing nonplayer characters (NPCs), and overcoming skill
challenges.
COMBAT
Combat encounters break out when the player characters
run into an opposing force. That force could be a powerful
solo monster, a group of terrifying creatures, or a gang of
villainous nonplayer characters. The chaos of combat is
organized into a cycle of rounds and turns.
Round: In a round, every combatant takes a turn. A
round represents about 6 seconds in the game world.
Tu rn: On your turn, you have a specific set of actions
that you can use.
POWERS
During encounters, you will use powers. Every class gives
you access to attack powers you can use to harm or hinder
your enemies and utility powers that help you and your
allies. Powers in each of these broad categories are further
defined by how often you can use them.
You can use at-will powers as often as you choose. You
can use encounter powers many times during a day of
adventuring, but you have to rest a few minutes between
each use, so you can use them each once per encounter.
Daily powers are so dramatic and powerful that you can
use each one only once a day.
COMBAT SEQUENCE
A combat encounter follows this sequence:
Establish positions. The DM decides where the com-
batants start out on the battle grid. The DM shows the
players where they can set up their characters, and then
he or she places the monsters.
Roll initiative. Everyone involved in the encounter
rolls initiative (roll a d20 and add the initiative modifier
on your character sheet). This determines the order of
battle for the entire encounter.
Take surprise round actions. If any combatants
gained a surprise round, they act in initiative order, each
taking a single action.
THREE BASIC RULES
Along with the core mechanic, three basic principles should
always be remembered. Other rules in the game are based
on these assumptions.
Simple Rules, Many Exceptions: Every class, race, feat,
power, and monster in the D&D game breaks the rules in
some way. From minor to significant, the game is built upon
exception-based rules design. For example, a normal melee
attack always deals a few points of damage, but every class
has powers that ramp up the damage when they get used.
Specific Beats General: If a specific rule contradicts a
general rule, the specific rule wins. For example, you nor-
mally can’t move as part of a regular attack. But if you have
a power that allows you to move and attack, that specific
rule trumps the general rule—when you use that power.
Always Round Down: When the game asks you to divide
a number, such as when you deal half damage with an attack,
you always round down to the next lower whole number.
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Take turns. In initiative order, highest result starting
first, every combatant takes a turn.
Repeat. Start a new round and repeat the initiative
order. Continue until one side or the other f lees or is
defeated.
End the encounter. After one side or the other f lees or
is defeated, the encounter ends when the remaining side
takes a short rest or an extended rest.
ThE EnD of YouR TuRn
After you act, use the end of your turn to keep track of any
effects.
Saving Throws. You now make a saving throw against
each effect that can be ended with a save. Roll a d20. If
you roll lower than 10, the effect continues. If you roll 10
or higher, the effect ends.
End Effects. Some effects end automatically at the end
of your turn.
no Actions. You can’t take any actions during the end of
your turn.
TAKING YOUR TURN
On your initiative order, you take your turn. Your turn
has three parts: the start of your turn, actions during your
turn, and the end of your turn. For the DM, a turn consists
of taking actions for the monsters in the encounter.
DuRinG oThERS’ TuRnS
There are two action types that have triggers—an action,
event, or condition that happens during another combat-
ant’s turn. A power’s triggering condition must be met
before you can use that power.
Opportunity Action: When an enemy lets its guard
down, you can take an opportunity action. You can take
only one opportunity action during each combatant’s turn.
An opportunity action interrupts the action that triggered
it.
Opportunity Attack : The most common opportunity
action is an opportunity attack. When an enemy leaves a
square adjacent to you, or when an enemy adjacent to you
makes a ranged attack or an area attack, you can make an
opportunity attack against that enemy.
Immediate Action: Interrupts and reactions are imme-
diate actions. Every immediate action has some kind of
trigger. You can only take one immediate action per round—
an immediate reaction or an immediate interrupt—and you
can’t take an immediate action on your turn.
Immediate Interrupt: This action lets you act before the
triggering action is resolved. If the interrupt invalidates
the triggering action, that action is lost.
Immediate Reaction: This action lets you act in response
to a triggering action. The triggering action is completely
resolved before you take your reaction.
Free Actions With Triggers: A few powers that have
triggers are free actions. These powers act like immediate
interrupts, but they can be used during your turn as well
as during any other combatants’ turn.
ThE START of YouR TuRn
Before you act, use the start of your turn to keep track of
any effects.
ongoing Damage. If you’re suffering ongoing damage,
you take damage now.
Regeneration. If you have regeneration, you regain hit
points now.
other Effects . Deal with any other effects that occur at
the start of your turn.
no Actions. You can’t take any actions during the start
of your turn.
AcTionS DuRinG YouR TuRn
During your turn, you can take a few actions.
Standard Action: You can normally take one standard
action on your turn. Most attack powers require the use
of a standard action.
Move Action: You can normally take one move action
on your turn. Walking your speed requires the use of a
move action.
Minor Action: A minor action lets you perform a task
that requires minimal action or attention. Using certain
powers and class features, drawing a weapon, or opening
a chest requires a minor action.
free Action: Free actions take almost no time or effort.
You can take as many free actions as you want during
your or another combatant’s turn, as allowed by the DM.
Free actions include talking and dropping a held item.
Any order. You can take your actions in any order, and
you can skip any of them.
Substitute Actions. You can swap a standard action
for a move action or a minor action, and you can swap a
move action for a minor action.
Extra Action. You can take one extra action of any type
by spending an action point.
other combatants’ Actions. Other combatants
can take free actions on your turn, and you might take
actions that trigger immediate actions or opportunity
actions from other combatants.
ATTACKS AND DAMAGE
If you successfully attack an enemy, you deal damage,
aff lict your target with a condition or an effect, or both. To
determine damage, roll the damage dice specified on the
power you attacked with. Damage reduces a character’s hit
points (HP).
CRITICAL HITS
When you roll a 20 on the die when making an attack roll,
you score a critical hit.
Instead of rolling damage, you deal the maximum
amount of damage possible for the attack.
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For example, the dwarf fighter scores a critical hit
with his basic melee attack. The damage for this attack is
2d6 + 3. Thus, maximum damage for this attack is 15 (6 +
6 + 3 = 15).
Area of Effect: Each close attack has an area of effect,
which determines the attack’s shape. A power determines
what creatures you attack within that area—whether the
attack hits all creatures, including allies, or just enemies. A
target is not affected if you cannot trace an unbroken line
between at least one corner of the origin square and one
corner of the target’s square.
Area Attack. Area attacks are similar to close attacks,
except that their origin square is some distance away from
the user. A ball of fire that streaks across the battlefield
and explodes is an example of an area attack.
Range and Origin Square: An area attack’s range is given
in the power description. A creature must choose a square
within range as the origin square. The origin square is
where the area of effect is centered, and the character
using the power must be able to trace an unbroken line
between at least one corner of the origin square and one
corner of his or her square. An area power’s range includes
both the maximum distance to the origin square and the
size of the area of effect.
Area of Effect: The area of effect sets the shape of the
attack and determines the targets it affects. A power
determines what creatures you attack within that area—
whether the attack hits all creatures, including allies, or
just enemies. A target is not affected if you cannot trace
an unbroken line between at least one corner of the origin
square and one corner of the target’s square.
Opportunity Attacks: Using an area attack provokes
opportunity attacks from enemies adjacent to you.
FLANKING
Flanking provides a simple combat tactic for you and an
ally to use against an enemy. When you are f lanking an
enemy, you have combat advantage against that enemy. To
f lank an enemy, you and an ally must be adjacent to the
enemy and on opposite sides of the enemy’s space. You
and your ally must be able to attack the enemy. If you are
affected by an effect that prevents you from taking oppor-
tunity actions, such as dazed, you don’t f lank.
COMBAT ADVANTAGE
When a defender can’t give full attention to defense,
it grants combat advantage to its attacker. This usu-
ally occurs when the defender is f lanked, dazed, prone,
blinded, stunned, or otherwise caught off guard.
+2 Bonus to Attack Rolls. You gain this bonus when
you have combat advantage against the target of your
attack.
Able to See Target. You must be able to see a target to
gain combat advantage against it.
ATTACK TYPES
There are four attack types.
Melee Attack. A melee attack targets creatures adja-
cent to you and typically uses a weapon. Attacking with
a sword or a mace is an example of a melee attack. Some
monsters and special weapons have reach and can target
nonadjacent creatures.
Ranged Attack. A ranged attack is a strike against a
distant target. A ranged attack typically targets only one
creature within its range. Shooting a bow or firing a magic
missile is an example of a ranged attack.
Range: Ranged powers specify how far away from you
a creature can be to target it. A power that has “Ranged
10” can target a creature 10 or fewer squares away. Some
ranged attack powers instead have “Ranged weapon,”
which means the power’s range is determined by the
ranged weapon you are wielding.
A ranged weapon has two range numbers: its normal
range and its long range. If a target is farther away than
a weapon’s normal range but within its long range, the
attack takes a –2 penalty to the attack roll.
Opportunity Attacks: Using a ranged attack provokes
opportunity attacks from enemies adjacent to you.
Close Attack. A close attack is a force that sweeps out-
ward from an origin square, whether from a sword swung
in a circle or from a blast of energy that cascades outward.
Origin Square: Depending on the power you use, close
attacks originate in your square or in a square adjacent to
you.
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TARGETS
To target a creature, it must be within a power’s range or
area of effect. Many powers allow a creature to select mul-
tiple targets.
Multiple Targets. Whenever a creature uses a power
with an area of effect, it makes a single damage roll but a
separate attack roll for each affected creature. It’s easiest to
go in that order, especially if the power deals half damage
on a miss. Roll the damage dice, add up the total damage,
and then make attack rolls one by one.
Blast: A blast fills an area adjacent to the caster that is
a specified number of squares on a side. For example, a
power that is a blast 3 affects a 3-square-by-3-square area
adjacent to the character using that power. The origin
square (the character’s space) is not affected by the blast.
A blast only affects a target if the target is in the blast’s
area of effect and if there is an unbroken line between one
corner of the target’s square and one corner of the origin
square.
Burst: A burst extends in all directions from the origin
square to a specified number of squares. For a close burst,
the origin square is the space the character using the
power occupies. For an area burst, it is a chosen square
within the power’s range. A close burst does not affect the
origin square, and thus, the character using the power is
unaffected. An area burst does affect the origin square,
and if the character is in the power’s area of effect, he or
she might be targeted by it.
ATTAck MoDifiERS
circumstance Modifier
combat advantage against target +2
Attacker is prone –2
Attacker is restrained –2
Target has cover –2
Target has superior cover –5
Target has concealment (melee and ranged only) –2
Target has total concealment (melee and ranged only) –5
long range (weapon attacks only)
–2
charge attack (melee only)
+1
COVER
Enemies behind a low wall, around a corner, or behind a
tree enjoy some amount of cover.
covER
cover (–2 Penalty to Attack Rolls): The target is
around a corner or protected by terrain.
Superior cover (–5 Penalty to Attack Rolls): The
target is protected by a significant terrain advantage,
such as when fighting behind a window or an arrow slit.
Area Attacks and close Attacks: When you make an
area attack or a close attack, a target has cover if there
is an obstruction between the origin square and the
target, not between you and the target.
Target’s Allies Provide cover: When you make a
ranged attack against an enemy and other enemies are
in the way, your target has cover.
Determining cover: To determine if a target has cover,
choose a corner of a square you occupy (or a corner of
your attack’s origin square) and trace imaginary lines
from that corner to every corner of any one square the
target occupies. If one or two of those lines are blocked
by an obstacle or an enemy, the target has cover. (A line
isn’t blocked if it runs along the edge of an obstacle’s
or an enemy’s square.) If three or four of those lines are
blocked but you can still trace one line to a part of the
target’s space (such as through an arrow slit), the target
has superior cover.
ATTACK MODIFIERS
In combat, many circumstances can increase or decrease
the chance of hitting a target. For example, a f lanked
target is easier to hit, whereas a target behind cover is
harder to hit. A circumstance that provides a temporary
advantage or disadvantage is represented by a modifier to
the attack roll. A creature adds the modifier to the attack
bonus when making an attack.
CONCEALMENT
When you’re fighting in an area of smoke or mist, or
among foliage, you or your foe might have concealment.
concEAlMEnT
Melee Attacks and Ranged Attacks only: Attack
penalties from concealment apply only to the targets of
melee or ranged attacks.
concealment (–2 Penalty to Attack Rolls): The target
is in squares of dim light, foliage, fog, smoke, heavy falling
snow, or rain but is adjacent to you.
Total concealment (–5 Penalty to Attack Rolls): You
can’t see the target. The target is invisible, in darkness, or
in heavy fog, smoke, or foliage and is not adjacent to you.
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