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Dungeons and Dragons for dummies - Jacson S.

Jacson S. Dungeons and Dragons for dummies - John Wiley & Sons, 2003. - 49 p.
ISBN 1-55634-667-0
Download (direct link): dungeonsanddragonsfordummies2003.pdf
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Many thieves in larger cities join a guild, a collection of like-minded individuals who are also all competing for the contents of the same poorly guarded vaults. Thieves join a guild for much the same reason that peasants join the kingís army: itís more fun than being dead. There is a benefit, however. Many guilds provide tools of the trade which are either more costly to get elsewhere or simply illegal - often both. And guildhouses have more secret rooms than public rooms; itís a pretty safe bet that the hall closet leads to a sumptuous suite, if you can just figure out which hangers to twirl around the rod.
Having a thief in the party is useful when youíre worried about trapped doors and the like. Itís inconvenient if you expect to make a profit clearing out dungeons; thieves seem to come across lovely gems and other trinkets more often than chance would dictate.
OtherjClasses Say ...
Bards and thieves usually get along nicely, as long as the bard stays quiet when the thief is trying to be stealthy. Both of them are overly attracted to bright, shiny objects (gems, gold pieces, etc.) and both tend to acquire things on their travels. Bards acquire knowledge; thieves acquire everything else.
Clerics frown upon stealing, of course, but if the thief is paying his tithe to the church, the provenance of the donation may well be overlooked. Thieves also spot traps, meaning that the cleric has a lot less healing to worry about and can actually use some of his other spells.
Monks abhor thievesí materialism, but admire the dedication and skill with which they are able to become as nothing and glide silently through the shadows toward the goal.
Warriors are glad of thievesí sneak
attack abilities, as it often frees them to take a foe straight on, from whom they otherwise would have run away. And, of course, no one likes to blunder into a trap.
Wizards often feel as though thieves are irrelevant, what with spells like knock, invisibility, and of course fireball - the ultimate Speed Atack. However, itís frequendy useful to have a specialist on the scene to handle those weird situations spells just canít quite cope with ... an angry dragon trying to recapture her eggs, to pick one (random) example.
Some people just arenít bom with any real skills. But any fool (i.e., ore) can be trained to beat other people over the head with heavy objects, impale them on pointy things, and generally help them kick the oxygen habit. Teachers help identify warriors at an early age. Theyíre the kids who stand and watch the ball home in on their heads, the ones who canít figure out where the world goes when they close their eyes, and the ones who dismember classmates to play in the pretty red blood. Most warriors donít take long to get sent to a special school, where they can play with other special children and build up tolerance to excruciating pain in a controlled setting. Fatalities drop off after the first couple of years, as the protowarriors learn tactics and basic fighting techniques (ďDonít get hit.Ē).
ďYeah, diplomacy is fine and all, but I just want to kill him.Ē
- Gart the Mighty, about to meet the king
Many warriors end up as soldiers, city guardsmen, or other dreary jobs where you mostly just kill other two-legged intelligent creatures. Oh, and ores. But some warriors strike out on their own, killing nasty things that have four, six, even eight legs. And ores. Rumors of heavier objects, pointier things, and more oxygen-dependent creatures are what keep this sort of warrior motivated to keep exploring - that, and the thiefís seemingly bottomless pockets of money, gems that look vaguely familiar, signet rings that bear your grandfatherís initials - amazing, that coincidence. Well, that and the chance to spot new colors and tastes of blood out there in the wide world. And everyone lets you walk in front; thatís so nice of them, isnít it?
OtherjClasses Say ...
First and foremost, everyone appreciates the big guys who walk in front and kill things. Okay, we may not want to socialize with them, but we have to have a couple in the party and they have to be as tough as possible, because if they die, itís US playing footsie with the Enraged Plutonium Dragon and its Mate.
Bards may find warriors personally obnoxious . . . but they provide the very best song material, and theyíre sometimes good listeners, especially if the song is about them.
Clerics wish the warriors would be a bit more careful and not need so much healing. Battle-type
Abilities: Strength for melee attacks; Dexterity for ranged attacks. Constitution bonuses apply to many of the warriorís skills,-to say nothing of hit point bonuses.
Hit Die: d 12.
Warriors are proficient with all weapons. Yes, all of them. If it has ever been used to kill a person, or might someday conceivably be used to kill a person, a warrior knows how to wield it. Warriors even see weapon possibilities in things that arenít weapons, such as fluffy clouds and cute little duckies. Warriors are scary.
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