Dungeons & Dragons Start Guide
To start participating in Play by Post Dungeons & Dragons in the Member Wars Board you need to follow the below steps:
1. Join the Community
Membership is free! Ensure you read the Registration rules as our Community is very strict in the way it is moderated as we cater for a more mature minded participant. Potential Players who take it lightly often find their account deleted. .
2. Validate your Email
There is a link in your Registration Email (The one you Registered with) that must be clicked. If you did not get the Email it may have gone to your Spam / Junk folder. Optional: Please check there and use this tip to make sure our Emails go to your Inbox next time: .
3. Post your Introduction
A couple of lines about yourself (No confidential or contact info please) and your purpose for joining. Post Your Introduction. Once posted it needs to approved first before being made public. Sorry for this extra step but it protects the Community from spammers and malicious advertizes.
4. Decide which Dungeon Master's Game you will join
Each Dungeon Master has their own rules and requirements for Players. See Member Wars and look for the Threads that talk about "Character Creation".
You can select specific Dungeons & Dragons Versions using one of these buttons:
If the Thread is Closed / Locked it means that Dungeon Master is not accepting any more Characters. If it is open then click on the link so the Thread / Topic can open and use the "Create Role-playing Game Character" Button at the top of the page (See attachment below). You will then be able to establish your Character and the necessary fields to hold player information. Let the GM know about your Character in the same Thread.
Dungeons & Dragons More Options
Use any of these to help you make the best use of Character building and Role-Play Gaming.
Dungeons & Dragons 3.5 Character Generator
Dungeons & Dragons Manuals: Feats, Skills, Spells, Characters, & Monsters
Test the Create Role-playing Game Character
If some participants are taken by surprise, the other ones get a free round before the surprised ones can act.
Before the very first time you act in a combat, you are "flat-footed"; you don't get a Dexterity bonus to your armor class and can't make Attacks of Opportunity (See below).
If you roll a 1, you automatically miss. If you roll a 20, you automatically hit. If you roll in your weapon's threat range (Typically just 20 but sometimes more), you may have a critical hit; roll again, and if that's a hit, you do some multiple of your usual damage.
For damage, roll the dice associated with your weapon and add your strength bonus (One and a half times the strength bonus if it's a two-handed weapon, or half of the strength bonus if the weapon is in your off hand). Damage can't go below 1.
A combatant reduced to 0 hit points is disabled (3 action points per turn). At -1 HP, you're dying. Every round, you have a 10% of becoming stable; otherwise you lose another hit point. When you reach -10, you die. You can stabilize someone by successfully making a DC 15 Heal check.
If he has concealment (E.g., in darkness, fog, or tall grass), then any successful hit on him has a 20% chance of missing anyway.
If you and an ally are on opposite sides of a defender, he is flanked and you both get +2 to hit.
For which version of Dungeons & Dragons is the above information? A lot of helpful tips. Maybe someone can write up what the main differences are between the Dungeons & Dragons versions.