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Dungeons and Dragons 4th Edition For Dummies, 2nd Edition

ISBN: 978-0-470-29290-7
464 pages
July 2008
Dungeons and Dragons 4th Edition For Dummies, 2nd Edition (0470292903) cover image


Explore the fantasy world of D&D and delve into dungeons, slay monsters, and gain treasure!

If you've been thinking of playing D&D or you've played before and you want to get up to speed on the all-new 4th Edition, this is the book for you. Here's what you need to know to join the fantasy fun.

  • D&D terminology — understand what ability check, modifier, saving throw, AC, gp, hp, and XP mean
  • Roll the dice — add modifiers and see if you rolled the d20 high enough to beat the challenge
  • Minding your manners — know D&D etiquette so you'll be welcome in any adventure
  • Character building — select your character's race and class, and choose the best powers, skills, feats, and gear
  • Roleplaying — give your character a background and personality quirks
  • Combat — use combat rules, a battle grid, and miniatures to play out furious battles

Open the book and find:

  • Everything a new player needs to get started playing D&D
  • Details on four fantasy races and four iconic classes
  • Explanations of every number and statistic on the character sheet
  • The best magic items and equipment for characters of all classes
  • Advice on roleplaying and teamwork
  • A ready-to-use adventure to get you started as a Dungeon Master
  • A ready-to-use battle grid with character and monster markers
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Table of Contents

Foreward xxiii

Introduction 1

Part I: D&D Crash Course 7

Chapter 1: Preparing for Adventure 9

Chapter 2: Your First Character 21

Chapter 3: Starting Out as a Fighter 31

Chapter 4: Starting Out as a Rogue 41

Chapter 5: Starting Out as a Wizard 51

Chapter 6: Starting Out as a Cleric 61

Chapter 7: Playing the Game 71

Chapter 8: Practice Session 91

Chapter 9: Finding a D&D Game to Join 99

Part II: Building a D&D Character 109

Chapter 10: Defining Your Character 111

Chapter 11: Choosing a Class 127

Chapter 12: Picking a Race 143

Chapter 13: Figuring Out Your Character’s Ability Scores 151

Chapter 14: Choosing Powers 159

Chapter 15: Selecting Feats 185

Chapter 16: Picking Skills 199

Chapter 17: Choosing Armor, Weapons, and Gear 209

Chapter 18: Advancing Your Character 223

Part III: Playing Your Best Game 229

Chapter 19: Handling Yourself in a Fight 231

Chapter 20: Making the Most of Magic 251

Chapter 21: Roleplaying and Working Together 275

Chapter 22: Character Building for Experts 291

Part IV: The Art of Dungeon Mastering 301

Chapter 23: Running the Game 303

Chapter 24: Building a Dungeon 323

Chapter 25: Keeping Your Players Happy 345

Part V: The Part of Tens 355

Chapter 26: The Ten Best Fighter Powers 357

Chapter 27: The Ten Best Rogue Powers 363

Chapter 28: The Ten Best Wizard Powers 369

Chapter 29: The Ten Best Cleric Powers 373

Chapter 30: The Ten Best Low-Level Monsters 377

Chapter 31: The Ten Best Mid-Level Monsters 383

Chapter 32: The Ten Best High-Level Monsters 389

Chapter 33: The Ten Best D&D Novels 393

Appendix A: Glossary 397

Index 411

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Author Information

Bill Slavicsek is Director of Roleplaying and Miniatures Game Design at Wizards of the Coast. His game design credits include Torg, Alternity, D&D Eberron, and many others.

Richard Baker is a senior game designer on the Roleplaying R&D Team at WotC and author of eight Forgotten Realms novels.

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