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   In the game of Dungeons & Dragons battles are played  in rounds on a battle grid.  Each round is 6 seconds long.  To start a battle all players roll a twenty sided dice for an initiative check.  After this players take turns moving and attacking with their characters.      

If a player is using a ranged weapon ex. Bow they must be able to see what they are attacking.  To determine if there is line of sight chose a corner of yours and the monsters square.  Make a line connecting them.  IF the line passes through a major obstruction ex. Wall  there is no line of sight.    
When moving on the battle grid characters can only move so far.  A Human, Elf, Half Elf, Orc etc, can move 6 squares.  While a Dwarf, Halfling, or Gnome can only move 4.  Sometimes you can only reach your enemy by moving diagonally.  When counting diagonally the first square is 1 movement the second is 2 and the third is 1.  This pattern repeats itself.  

Sometimes the battle is to tough to fight but to just run would be certain death.  In times like these it is best to Withdraw.  When you Withdraw the square you start is NOT threatened.  You are also able to move up to twice you standard speed.  Because of this Withdrawing is the best way to get away from enemies as well as positioning them for an ambush.
When adventuring in the wilderness or in a dungeon the ground which you walk upon is often not smooth.  This is called Difficult Terrain.  When walking upon this each square costs two movement to walk on.
In the world of D&D there is more than just money.  There is reputation and land.  If you want your character to be famous you should wear flashy clothing and have a special calling card. 

When two character surround an enemy they gat a Flanking bonus.  This is a plus two on attack roles is an excellent way to hit an opponent with a high armor class.  Another great part about flanking is that a rouge can use their sneak attack on flanked enemies.  Note: Stunned characters can not flank.  

This are the prices and attack strength of Simple and Martial weapons.  Some excellent weapons are the Great sword, Morningstar, and the Long Bow.

Some characters need armor to protect themselves from melee blows in combat.  This armor increases armor class making them hard to defeat.  Depending on what armor you chose you may only have a certain dexterity modifier to you armor class.

Please note:  All armor is sized to fit Medium characters.  Armor fitted for Small Characters weighs half as much and armor fitted for Large characters doubles in weight.