Playing the Game
Rhythm of Play
Exceptions Supersede General Rules
General rules govern each part of the game. For example, the combat rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That’s a general rule, and a general rule is in effect as long as something in the game doesn’t explicitly say otherwise.
The game also includes elements—class features, feats, weapon properties, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee attacks using your Charisma, you can do so, even though that statement disagrees with the general rule.
The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you’re experiencing, the game unfolds according to this basic pattern:
- 1: The Game Master Describes a Scene. The GM tells the players where their adventurers are and what’s around them (how many doors lead out of a room, what’s on a table, and so on).
- 2: The Players Describe What Their Characters Do. Typically, the characters stick together as they travel through a dungeon or another environment. Sometimes different adventurers do different things: one adventurer might search a treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combat, the GM ensures that every character has a chance to act and decides how to resolve their activity. In combat, the characters take turns.
- 3: The GM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and tries to open a door, the GM might say the door opens and describe what lies beyond. But the door might be locked, the floor might hide a trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the GM might ask the player to roll a die to help determine what happens. Describing the results often leads to another decision point, which brings the game back to step 1.
This pattern holds during every game session (each time you sit down to play D&D), whether the adventurers are talking to a noble, exploring a ruin, or fighting a dragon. In certain situations—particularly combat—the action is more structured, and everyone takes turns.
The Six Abilities
All creatures—characters and monsters—have six abilities that measure physical and mental characteristics, as shown on the Ability Descriptions table.
Ability | Score Measures … |
---|---|
Strength | Physical might |
Dexterity | Agility, reflexes, and balance |
Constitution | Health and stamina |
Intelligence | Reasoning and memory |
Wisdom | Perceptiveness and mental fortitude |
Charisma | Confidence, poise, and charm |
Ability Scores
Each ability has a score from 1 to 20, although some monsters have a score as high as 30. The score represents the magnitude of an ability. The Ability Scores table summarizes what the scores mean.
Score | Meaning |
---|---|
1 | This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens. |
2–9 | This represents a weak capability. |
10–11 | This represents the human average. |
12–19 | This represents a strong capability. |
20 | This is the highest an adventurer’s score can go unless a feature says otherwise. |
21‑29 | This represents an extraordinary capability. |
30 | This is the highest a score can go. |
Round Down
Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up.
Ability Modifiers
Each ability has a modifier that you apply whenever you make a D20 Test with that ability (explained in “D20 Tests”). An ability modifier is derived from its score, as shown in the Ability Modifiers table.
Score | Modifier |
---|---|
1 | −5 |
2–3 | −4 |
4–5 | −3 |
6–7 | −2 |
8–9 | −1 |
10–11 | +0 |
12–13 | +1 |
14–15 | +2 |
16–17 | +3 |
18–19 | +4 |
20–21 | +5 |
22–23 | +6 |
24–25 | +7 |
26–27 | +8 |
28‑29 | +9 |
30 | +10 |
D20 Tests
When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds: ability checks, saving throws, and attack rolls. They follow these steps:
- 4: Roll 1d20. You always want to roll high. If the roll has Advantage or Disadvantage (described later in “Playing the Game”), you roll two d20s, but you use the number from only one of them—the higher one if you have Advantage or the lower one if you have Disadvantage.
- 5: Add Modifiers. Add these modifiers to the number rolled on the d20:
- The Relevant Ability Modifier. “Playing the Game” and “Rules Glossary” explain which ability modifiers to use for various D20 Tests.
- Your Proficiency Bonus If Relevant. Each creature has a Proficiency Bonus, a number added when making a D20 Test that uses something, such as a skill, in which the creature has proficiency. See “Proficiency”.
- Circumstantial Bonuses and Penalties. A class feature, a spell, or another rule might give a bonus or penalty to the die roll.
- 6: Compare the Total to a Target Number. If the total of the d20 and its modifiers equals or exceeds the target number, the D20 Test succeeds. Otherwise, it fails. The Game Master determines target numbers and tells players whether their rolls are successful. The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target number for an attack roll is called an Armor Class (AC), which appears on a character sheet or in a stat block (see “Rules Glossary”).
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