Dungeons and Dragons 4th Edition For Dummies, 2nd Edition
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
Part I: D&D Crash Course.
Chapter 1: Preparing for Adventure.
Chapter 2: Your First Character.
Chapter 3: Starting Out as a Fighter.
Chapter 4: Starting Out as a Rogue.
Chapter 5: Starting Out as a Wizard.
Chapter 6: Starting Out as a Cleric.
Chapter 7: Playing the Game.
Chapter 8: Practice Session.
Chapter 9: Finding a D&D Game to Join.
Part II: Building a D&D Character.
Chapter 10: Defining Your Character.
Chapter 11: Choosing a Class.
Chapter 12: Picking a Race.
Chapter 13: Figuring Out Your Character’s Ability Scores.
Chapter 14: Choosing Powers.
Chapter 15: Selecting Feats.
Chapter 16: Picking Skills.
Chapter 17: Choosing Armor, Weapons, and Gear.
Chapter 18: Advancing Your Character.
Part III: Playing Your Best Game.
Chapter 19: Handling Yourself in a Fight.
Chapter 20: Making the Most of Magic.
Chapter 21: Roleplaying and Working Together.
Chapter 22: Character Building for Experts.
Part IV: The Art of Dungeon Mastering.
Chapter 23: Running the Game.
Chapter 24: Building a Dungeon.
Chapter 25: Keeping Your Players Happy.
Part V: The Part of Tens.
Chapter 26: The Ten Best Fighter Powers.
Chapter 27: The Ten Best Rogue Powers.
Chapter 28: The Ten Best Wizard Powers.
Chapter 29: The Ten Best Cleric Powers.
Chapter 30: The Ten Best Low-Level Monsters.
Chapter 31: The Ten Best Mid-Level Monsters.
Chapter 32: The Ten Best High-Level Monsters.
Chapter 33: The Ten Best D&D Novels.
Appendix A: Glossary.
Richard Baker is a senior game designer on the Roleplaying R&D Team at WotC and author of eight Forgotten Realms novels.