![]() ![]() Two-handed: It takes two hands to use it effectively. Touch: It’s used by touching it to the target’s skin. ![]() ![]() If you don’t meet the requirements it works poorly, if at all. Requires: It’s only useful to certain people. If you interact with it without proper precautions the GM may freely invoke the consequences of your foolish actions. If the cost includes “-Charisma” a little negotiation subtracts the haggler’s Charisma score (not modifier) from the price.ĭangerous: It’s easy to get in trouble with it. N coins: How much it costs to buy, normally. It might be “+1 forward to spout lore” or “-1 ongoing to hack and slash.” ![]() +Bonus: It modifies your effectiveness in a specified situation. You’ll see them on armor, weapons or general adventuring tools.Īpplied: It’s only useful when carefully applied to a person or to something they eat or drink. These are general tags that can apply to just about any piece of gear. If a weapon is awkward, it might mean that you’re more likely to drop it when you fail that hack and slash roll.īy no means is this an exhaustive list-feel free to create your own tags. Like everything else in Dungeon World, these guide the fiction you’re creating in play. These will tell you something about how the equipment affects the character using it (like +Armor) or suggest something about the way it is used (like the Range tags). The fighter’s signature weapon is never mundane.Įach piece of equipment will have a number of tags. Any item that is magical or one-of-a-kind is not mundane for the purposes of moves. Most items are mundane-not magical or intrinsically unique in any way. The fighter can find a sharp new sword or the thief might stumble across a deadly poison. It includes information and stat blocks for monsters, advice for building combat encounters, and magic items.The musty tombs and forgotten treasure troves of the world are filled with useful items. Part 4 is about tools for Dungeon Masters. It covers the nature of magic in the worlds of D&D, the rules for spellcasting, and a selection of typical spells available to magic-using characters (and monsters) in the game. That part covers the kinds of die rolls you make to determine success or failure at the tasks your character attempts, and describes the three broad categories of activity in the game: exploration, interaction, and combat. Part 2 details the rules of how to play the game, beyond the basics described in this introduction. Many of the rules in part 1 rely on material in parts 2 and 3. It includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Part 1 is about creating a character, providing the rules and guidance you need to make the character you’ll play in the game. The Basic Rules document is divided into four parts. We want to put D&D in as many hands as possible, and a free, digital file is the best way to do that. But the best part? The Basic Rules is a free PDF. It also provides the dwarf, elf, halfling, and human as race options in addition, the rules contain 120 spells, 5 backgrounds, and character sheets. The Basic Rules runs from levels 1 to 20 and covers the cleric, fighter, rogue, and wizard, presenting what we view as the essential subclass for each. ![]()
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