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WILEY - KNOWLEDGE FOR GENERATIONS

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Dungeons & Dragons For Dummies
ISBN: 978-0-7645-8459-6
Paperback
432 pages
April 2005
US $19.99 Add to Cart

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  • Description
  • Table of Contents
  • Author Information
Foreword.

Introduction.

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 Sorcerer.

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: Figuring Out Your Character’s Ability Scores.

Chapter 13: Picking a Race.

Chapter 14: Selecting Feats.

Chapter 15: Picking Skills.

Chapter 16: Choosing Armor, Weapons, and Gear.

Chapter 17: Choosing Spells.

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 Sorcerer Spells.

Chapter 27: The Ten Best Cleric Spells.

Chapter 28: The Ten Best Low-Level Monsters.

Chapter 29: The Ten Best Mid-Level Monsters.

Chapter 30: The Ten Best Dungeon Master Resources.

Chapter 31: The Ten Best Player Resources.

Chapter 32: The Ten Best D&D Novels.

Glossary.

Index.