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SRD:Druid. Druid Making a Druid Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil. Starting Age: Complex. Class Features All of the following are class features of the druid. Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. Spells: A druid casts divine spells, which are drawn from the druid spell list. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Druidic has its own alphabet.

SRD:Components (Spell Descriptor) Components A spell’s components are what you must do or possess to cast it. The Components entry in a spell description includes abbreviations that tell you what type of components it has. Specifics for material, focus, and XP components are given at the end of the descriptive text. Usually you don’t worry about components, but when you can’t use a component for some reason or when a material or focus component is expensive, then the components are important. Verbal (V) A verbal component is a spoken incantation. Somatic (S) A somatic component is a measured and precise movement of the hand. Material (M) A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process.

Focus (F) A focus component is a prop of some sort. Divine Focus (DF) A divine focus component is an item of spiritual significance. XP Cost (XP) Some powerful spells entail an experience point cost to you. System Reference Document. SRD:Druid Spell List. How to Be a Dungeon Master: 8 steps. Edit Article Edited by Chrisgocountyjr, Vivek Kumar Rohra, Rob S, Sondra C and 17 others The term Dungeon Master (DM for short) was coined by Dungeons & Dragons© in the early 70s, but has now become a catch-all term for anyone who runs a Role-Playing Game (generally however, the title DM[Dungeon Master] applies to Dungeons and Dragons, whereas GM [Game Master] refers to the "DM" of another RPG than Dungeons and Dragons.)

Being a Dungeon Master sounds easy; you control everything and just tell people what they can and can't do. However, that couldn't be further from the truth. You are charged with both creating the details and challenges of the adventure while maintaining a realistic continuity of events in your dungeon. Ad Steps 1Understand the Role of a DM - The descriptions you may have heard of a Dungeon Master probably range from "the one who does all the work" to "You are god here". Tips Warnings Don't let yourself get bullied by other players. Sources and Citations. Role-Playing Games. Tips for Game Masters. By Alan De Smet You are a Dungeon Master, a Storyteller, a Referee, an Animator, a Marshall, a Director or whatever your favorite role-playing game calls it. You are a Game Master. The GM. It's hard but rewarding. Most role-playing games have a little section of how to run a game. Here is my collection of tips, appropriate for most role-playing games.

The Golden Rule Have fun. Maybe you're breaking a "rule" from a magazine article or web page. For every bit of advice, guideline, or rule for better GMing, there is at least one game in your city, probably with people you know, that would be ruined by it. All styles of play are valid Hack and slash is fine if everyone involved likes it. Conversely, if a particular element is hurting the groups fun, take it out. Don't feel constrained to the style of game you think you should be running. Be aware of what you and your players want. Given this, never deride another gamer's choice of game or style. Pre-Game Player Interaction Run a mailing list Misc. Writing: Tips/Techniques/References. RPG. Game Mastering. Role. RPG/D&D. Game Mastering Tools. Writing Inspiration (history)