Transcription of AGE 12 STARTER SET RULEBOOK - Wizards
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Chapter 1: How to Play ..2 Getting Started ..3 Six Abilities ..4 Chapter 2: Combat ..8 The Order of Combat ..9 Movement and Position ..10 Actions in Combat ..10 Making an Attack ..11 Cover ..12 Damage and Healing ..12 Chapter 3: Adventuring ..14 Travel ..15 Resting ..15 Rewards ..15 Equipment ..16 Chapter 4: Spellcasting ..20 What Is a Spell? ..21 Casting a Spell ..21 Spell Spells ..24 Appendix: Conditions ..32 STARTER SET RULEBOOKAGE 12+Chapter 1: How to Playhe Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery. Like games of make-believe, D&D is driven by imagination. It s about picturing a crumbling castle in a darkening forest and imagining how a fantasy adventurer might react to the challenges that scene presents. In this fantasy world, the possibilities are 1: How to Play Dungeon Master (DM): The castle stands among the trees, the crumbling ruins of seven round towers jutting up from it like broken teeth.
adventurer: a skilled fighter, a devout cleric, a deadly rogue, or a spellcasting wizard. (The character sheets included in this set describe five heroes to get you started.) With some friends and a little imagination, you strike out on grand quests and daring adventures, testing yourself against an array of challenges and bloodthirsty monsters.
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