4th EDITION D&D SRD (PREVIEW) - BASICS

The Core Mechanic

At its heart, the D&D game uses a core game mechanic. Once you master this, you know how to play the game. It all revolves around task resolution. How do you know if your sword swing hits the nasty owlbear? If your outrageous bluff tricks the guards? If your fireblast spell hits the charging kobolds? It all depends on these basic rules:

There's a little more to it than that, but the core mechanic governs all D&D game play. Everything else in the game is an extension or refinement of the core mechanic. Key examples of the core mechanic in play follow.

The Standard Modifier: Underlying Ability Modifier + 1/2 Level
This modifier applies to all:

Skill Checks: When you use a skill, you make a skill check.

The higher the result, the better. Your result is compared against a Difficulty Class (a number set by the DM based on the situation) or an opposed check made by a character opposing your use of the skill.

Attack Rolls : When you make an attack, either using a basic attack or a power, you make an attack roll.

The higher the result, the better. Your result is compared against the target's defense score. Different attack types are compared against different defense scores. Characters and monsters have four different defenses: Armor Class (AC), Fortitude, Reflex, and Will.

Three Basic Rules: Along with the core mechanic, three basic principles should always be remembered. Other rules in the game are based on these assumptions.

Simple Rules, Many Exceptions: Every class, race, feat, power, and monster in the D&D game breaks the rules in some way. From minor to significant, the game is built upon exception-based rules design. For example, a normal melee attack always deals a few points of damage, but every class has powers that ramp up the damage when they get used.

Specific Beats General: If a specific rule contradicts a general rule, the specific rule wins. For example, you normally can't move as part of a regular attack. But if you have a power that allows you to move and attack, that specific rule trumps the general rule . when you use that power.

Always Round Down: When the game asks you to divide a number, such as when you add half your level to your attack roll, you always round down to the next lower whole number.

Encounters

The action of a D&D game takes place in encounters. In encounters, all characters have something to do and it's important for them to work together to overcome whatever challenge is before them. Outside of encounters, characters explore their environment and engage in social interactions. When exploration or social interaction involves serious consequences for success or failure, it becomes an encounter.

Encounters come in two basic forms: combat encounters and noncombat encounters.

Combat Encounters: Fighting monsters. What D&D adventure would be complete without combat encounters where characters rely on attack powers, skills, feats, and magic items to battle hordes of ravenous creatures or evil villains?

Noncombat Encounters: Noncombat encounters focus on skill use, utility powers, your wits, and your roleplaying skills. These encounters include dealing with traps and hazards, solving puzzles, and overcoming skill challenges.

Sources: D&D Miniatures Game Battle Rules, What You Need to Know About D&D - Quick Rules Primer, d20 System SRD, D&D Glossary

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