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Dungeons & Dragons 3/3.5e

Dungeons & Dragons 3/3.5e

3–5 players 2000

About this Game

In August 2000, Wizards of the Coast published the first new edition of Dungeons & Dragons in eleven years. Three years after they acquired TSR, the publisher of 2nd Edition, D&D 3e marked the beginning of Wizards' stewardship of the game. This edition introduced Skills, Feats, new classes, and standardized rules that would come to be known as the D20 System, arguably the most influential game system of all time. Three years later, a revised version of the 3e rules was released that made lots of small changes to the rules, and expanding on the Dungeon Master's Guide and Monster Manual. This version, known as 3.5e, sought to address balancing and gameplay issues from 3e, and made many changes to help improve the game. With its numerous character options, piles of splatbooks full of new rules, races, classes, prestige classes, spells, items, monsters, and ideas, and crunchy rules, D&D 3.5 brought massive popularity to character building and theorycrafting. It's a system players love to tinker with and optimize, and learn the details of to maximize their mastery. Even 25 years later, there are players who still swear by Dungeons & Dragons 3.5, and dozens if not hundreds of other games, including such giants as D&D 5e and Pathfinder, can trace their direct lineage to it.

Categories

Fantasy High Fantasy

Mechanics

d20 System

How to Play Dungeons & Dragons 3/3.5e

The core mechanic of Dungeons and Dragons is rolling a 20-sided die, adding bonuses and modifiers from your character’s abilities, and trying to beat a target number set by the Dungeon Master. Players build their characters by choosing a fantastical species, class, abilities, skills, equipment, and magic spells, then embark on adventures to advance their wealth and power. D&D also has a robust tactical combat system for fighting monsters and other adversaries, plus rules for delving dungeons and exploring the wilderness. It is assumed to be played on a grid of 5-foot squares for dungeon exploration and combat.

When characters test their skills, the Dungeon Master might call for a "skill check" and set the difficulty at a certain number. That character will then roll a 20-sided die, add their bonus from the relevant stat and skill (plus or minus any circumstantial modifiers) and compare the result to the target number. If it's equal to or greater than that number, the character succeeds! Attacking works similarly to making skill checks, except it uses an attack bonus, instead of a skill, and the target number is set by the target's "armor class," or AC, how hard they are to hit.

Spellcasting is a bit more complex, as every spell has its own rules, but may include making attack roll, or requiring the target to make a reactive "saving throw" to avoid its worst effects. Saving throws are special stats derived from the basic stats and a character's class.

D&D 3.5 has plenty of specific rules to simulate a large number of possible situations, but these will cover most of the basics!

Classes

Barbarian

Barbarian

The barbarian is an excellent warrior. Where the fighter's skill in combat comes from training and discipline, however, the barbarian has a powerful rage. While in this berserk fury, they become stronger and tougher, better able to defeat their foes and withstand their attacks. These rages leave them winded, and they have the energy for only a few such spectacular displays per day, but those few rages are usually sufficient. They are at home in the wild, and runs at great speed.

Bard

Bard

It is said that music has a special magic, and the bard proves that saying true. Wandering across the land, gathering lore, telling stories, working magic with their music, and living on the gratitude of their audience - such is the life of a bard. When chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators, messengers, scouts, and spies.

Cleric

Cleric

The handiwork of the gods is everywhere - in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries - their clerics. Good clerics heal, protect, and avenge. Evil clerics pillage, destroy, and sabotage. A cleric uses the power of their god to make their god's will manifest. And if a cleric uses their god's power to improve their own lot, that's to be expected, too.

Druid

Druid

The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear - all these and more are at the druid's command. The druid however, claims no mastery over nature. That claim, they say, is the empty boast of a city dweller. The druid gains their power not by ruling nature but by being at one with it. To trespassers in a druid's sacred grove, and to those who feel their wrath, the distinction is overly fine.

Fighter

Fighter

The questing knight, the conquering overlord, the king's champion, the elite foot soldier, the hardened mercenary, and the bandit king - all are fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land's best souls, willing to face death for the greater good. Others are among the worst, with no qualms about killing for private gain, or even for sport. Fighters who are not actively adventuring may be soldiers, guards, bodyguards, champions, or criminal enforcers. An adventuring fighter might call themselves a warrior, a mercenary, a thug, or simply an adventurer.

Monk

Monk

Dotted across the landscape are monasteries - small, walled cloisters inhabited by monks who pursue personal perfection through action as well as contemplation. They train themselves to be versatile warriors skilled at fighting without weapons or armor. The inhabitants of monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot and dressed in peasant clothes, monks can travel unnoticed among the populace, catching bandits, warlords, and corrupt nobles unawares. In contrast, the residents of monasteries headed by evil masters rule the surrounding lands through fear, as an evil warlord and his entourage might. Evil monks make ideal spies, infiltrators, and assassins.

Paladin

Paladin

The compassion to pursue good, the will to uphold law, and the power to defeat evil - these are the three weapons of the paladin. Few have the purity and devotion that it takes to walk the paladin's path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that cannot be extinguished.

Ranger

Ranger

The forests are home to fierce and cunning creatures, such as bloodthirsty owlbears and malicious displacer beasts. But more cunning and powerful than these monsters is the ranger, a skilled hunter and stalker. They know the woods as if they were their home (as indeed they are), and they know their prey in deadly detail.

Rogue

Rogue

Rogues share little in common with each other. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money.

Sorcerer

Sorcerer

Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories - just raw power that they direct at will. Some sorcerers claim that the blood of dragons courses through their veins. That claim may even be true in some cases - it is common knowledge that certain powerful dragons can take humanoid form and even have humanoid lovers, and it's difficult to prove that a given sorcerer does not have a dragon ancestor. It's true that sorcerers often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage. Others hold that the claim is either an unsubstantiated boast on the part of certain sorcerers or envious gossip on the part of those who lack the sorcerer's gift.

Wizard

Wizard

A few unintelligible words and fleeting gestures carry more power than a battleaxe, when they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over their spellbook preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic. Wizards depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can. For a wizard, magic is not a talent but a difficult, rewarding art.

Frequently Asked Questions

What do you need to play D&D?
To play Dungeons & Dragons, you’ll need a character sheet, dice, and a group of friends! All of these can be physically or virtually present, and at least one of you should understand the basic rules. Usually, that’s the Dungeon Master, the player who prepares the scenario, presents it to the players, and facilitates the game. This player can help the rest learn as they play, creating characters and letting the fantastical adventure unfold!
What dice do you need for D&D?
The traditional Dungeons & Dragons dice set contains seven dice: a 20-sided die, or d20, as well as a d12, d10, d8, d6, d4, and a second d10 sometimes called a d100, which goes from 00 to 90 and is used for rolling “percentiles” from 1–100 when combined with a normal d10. A single set of dice is usually sufficient, but many D&D players quickly find themselves collecting as many as they can get their hands on!
Who created D&D?
Dungeons & Dragons was first created by Gary Gygax and Dave Arneson. Gygax created the game after he attended one of Arneson’s sessions of a game called Blackmoor, based on Gygax’s rules for a wargame called Chainmail. It’s had several iterations and editions since then, but since 1997, the designer and publisher of D&D has been Wizards of the Coast. D&D's 3rd edition was first released by that company three years later.
When did D&D come out?
The original Dungeons & Dragons was first released in 1974, and it’s come a long way since then! D&D 3rd Edition was released in 2000, and its update 3.5 was released 2003. The most recent edition, 5E, came out in 2014 and was updated in 2024.
What's the difference between D&D 3rd edition and 3.5?
When 3rd edition was first released, it was popular, but fans had a lot of issues with game balance, contradictory and confusing rules, and the relative power of character options. As a result, Wizards of the Coast released a small update and revision addressing many of these issues three years after 3rd edition, calling it "3.5" to emphasize that, at its core, it was the same game, but having fixed some of the glaring mistakes of the original release. 3.5 includes many elements which are completely unchanged, but tweaks rules, spells, items, and classes to be easier to use and understand, as well as more in line with a general power level. It also adds options which are missing in 3rd edition.

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