Uncle Bruce’s Guide to Dungeons and Dragons Or like it was known in the late 70’s and 80’s: Satanism 101

Role playing games are basically choose your own adventure stories in which everyone gets to decide the path the story goes. They range in complexity and are usually set in a Fantasy, or Science Fiction world. Think about it, being a level 14 elementary school teacher might be adventurous, but after a while grading papers for nights on end can get a bit boring.

Dungeon & Dragons is the grandfather of them all (I’m sure someone will argue the point, but for me it was a great starting place, and still is).  Based on a fantasy world in which magic is in the air and mythical creatures exist.  Just watch the beginning of Disney’s “Onward” from 2020- just watch out for gelatinous cubes. 2023 will bring a new live action film which looks rather good – “Honor Among Thieves”  as of this writing all we have are trailers, so- Caveat Emptor.

Starting out:

What do you want to be?  You pick your character, the person running the game “The Dungeon Master” also known as “Game Master” also known as “Jeff” or in your case ‘Uncle Bruce” is more of a narrator and rules arbitrator.  They set the world before you and adjust to what the group decides, guiding them through the story to hopefully a happy ending.

Do you want to be an elf or a dwarf?  Do you want to swing a sword or throw lightning bolts?  When you create a character there are pros and cons to every choice.

Character Creation Basics:

Attributes:

Strength- How strong you are

Dexterity- How fast you are, how accurate you are when hitting something

Intelligence- How smart you is

Wisdom- How wise you are- can you be fooled?

Constitution- Health, How much damage can you take?

Charisma- How people see you- Are you a pretty boy? Are you someone people fear? Do people naturally trust you?

Races/Species:

Each race/species has their own pros & cons.  One thing to always consider is what are the disadvantages and how big are they.  For example:  I have learned that for me having a character that has “darkvision” is better than carrying a torch around.  Torches tend to be like bright targets to dungeon dwelling monsters.

The basics are:

Humans-  Just your average “Joe” or “Josephine” +1 to all ability scores, no darkvision

Halflings (Hobbits) – Short, furry feet no darkvision +2 Dexterity, Lucky (reroll 1’s

Lightfoot – +1 Charisma, Stealthy

Stout – +1 Constitution, advantage vs. Poison

Dwarves – Like mining and beards. Darkvision advantage against poison

Hill Dwarf- +1 Wisdom

Mountain Dwarf +2 Strength

Elves – can be rather full of themselves  Darkvision, +2 Dexterity

High Elf- +1 Intelligence, Wizard Cantrip

Wood Elf- +1 Wisdom

Drow- +1 Charisma, Superior Darkvision, disadvantages to sunlight usually seen as evil- c’mon they worship a giant spider goddess

Lesser known: which means the DM can say “no” or make it really weird every time you need to go into a town. “The townspeople shutter their windows as the Dragonborn walks by…”  “The priest at the local temple gathers a mob to drive the Tiefling out of town before evil descends and destroys this season’s harvest”  “There’s something weird about the way people look at you.”

Gnomes – +2 Intelligence, Darkvision, advantage on INT WIS & CHA saves vs. magic

Forest Gnome +1 Dexterity, minor illusion cantrip, talk to animals

Rock Gnome- +1 Constitution Tinker

Dragonborn – Don’t ask me how, but half dragon half human +2 strength, +1 Charisma

Draconic Ancestry breath weapon varies

Tieflings – demons get around =1 intelligence, +2 Charisma, darkvision, Thaumaturgy cantrip Hellish rebuke spell, darkness spell at 5th level

Half Elf – Elves slumming it +2 Charisma, +1 two other scores, darkvision, advantage vs. charmed and sleep magic

Half Orc – Orcs meet up with humans who are into bad boys & girls- you know the ones trying to rebel against their parent’s authority  +2 Strength, +1 Constitution, darkvision, extra damage on a critical hit

Character Classes:

What is you job/profession?  What are you doing adventuring around?

The basic character classes are:

Fighter – hits things with a sword

Magic-User – when in doubt, cast a fireball at things.

Cleric – OMG! Help me!  Usually uses the divine to help and support characters.

Rogue – Where’s my wallet?  Hides, and picks locks.

There are others, but these are pretty much the root of all characters each has their pros and cons and in the old school D&D subclasses:

Fighter: Strength or Dexterity, Constitution or Intelligence (if you want to cast spells)

Barbarian: Fighter with anger management issues  Strength, Constitution

Paladin: Fighter + Cleric  (Holier than thou attitude) Strength, Charisma

Monk: “everybody was Kung-Fu fighting”  Dexterity, Wisdom

Ranger: Fighter + Druid  Dexterity, Wisdom  Think Robin Hood

Magic-User:

Wizard:  Knowledge is POWER  Intelligence, Constitution or Dexterity

Sorcerer:  I was just born this way Charisma, Constitution

Warlock:  Power from a devil or Demon. Charisma, Constitution

Cleric: Wisdom, Strength or Constitution

Druid: Wisdom, Constitution

Rogue: Thief, spy, con artist Dexterity, Intelligence or Charisma

Bard: A little bit from column a and a bit from column b.  Charisma, Dexterity

Check to see when things happen for each class- When do you get certain powers and abilities far beyond those of mortal men?  Each class will have a point where you can increase an ability score- this would be when (if you wanted to) exchange this for adding a feat.  

“I think your Alignment might be off.”

Every fandom has their version of Alignments. I agree with one of my old DM’s who had one rule- we do not play evil characters because that is who we are fighting against. To put it simply these are the Alignments. I have found that while it is fun to play something that isn’t “you” it is harder than you think, since your own morals tend to get mixed up in how to react to situations. For this I tend to play either Lawful Good or Chaotic Good which is determined by my characters background.

The Naming of Names

The last thing you should do after rolling everything out and figuring out who your character is would be to give it a name. I have found that this can be the window into the player’s soul. If you are serious you create some fanciful name that fits within the world. You may just name it after a character from a story. How many fighters are named after Arthurian knights, or Conan the Barbarian? How many wizards are named “Gandalf” or something similar? How many elves are named “Elrond” or Halflings named “Frodo”? The name should be meaningful for you and who cares what other people think? As you will see, I’m a little silly when it comes to my naming of characters, because that’s the way I play. I don’t take the game or my character too seriously.

Over complicating things at the start…

There are a few things that are listed as optional or at the “DM’s discretion” sometimes these are little things that aren’t a big deal, just understand that while your character can be used in another game, another DM may not have the same open-mindedness that another one has. Also keep in mind that everyone has a different level of experience or even access to materials. When I am playing with a new group, I always start with a simple straightforward character out of the Player’s Handbook. I don’t add anything outside of the basic rules. I figure until I know the group, this is the best. I chuckle when a new player who has just finished rolling out their character sits next to someone who starts off with, “My character is a Warforged.” Which is from a book that the DM and the player might have access to, but no one else. Then they announce that they are an Artificer, that class is from a different book, so now instead of a world inhabited by elves, dwarves and humans, we now have droids with blasters…

What happens after your first adventure?

Good question. For a lot of people that is the time where they need to decide if they like the character they have and want to continue or if they want to try something else. Sometimes, after one adventure, a player will realize that they like what another player’s character was doing and will want to start new. Sometimes, one adventure automatically leads into another – hence the chance to have an EPIC campaign rivaling the Odyssey or Le Mort D’Arthur or Game of Thrones or Toy Story.

The Awesomeness of Third Level-

Most character classes require you to make some choice at third level.  The idea is that you have a basic knowledge of how the game functions so now you can customize your character to better meet whatever your vision may be.  By this time if you have not come up with a backstory, you may want to since it helps in roleplaying.  You should look at what those options are and maybe start steering your character that way from the beginning.

Uncle Bruce’s Role Playing Evolution:

I started off playing a Lawful Evil assassin (Thief subclass) and basically did everything that in real life I would never do.  The Marquis de Iblis served me well through many adventures throughout high school.

In college I played a magic user who carried a katana.  We used the Middle Earth Role Playing System based on ICE. He was pretty much a bait and switch character.  You saw this vagabond on the road, thinking he was a down and out fighter and then from out of nowhere you got hit with a lightning bolt.  Greyf was actually used by my DM at home to confuse his hone group during one of their adventures.

I returned to D&D playing a rogue in a few games (Cecil), a Wizard in a few games (Bibbiti Bobbiti Boo) a Barbarian in one game (Oogachucka) finally settling on a series of Bards (Lennon McCartney, Simon Garnetfunkel, Peter Paulenmary, and now Arlo) to me the bard is the most versatile of the classes allowing you to heal, cast spells, and fight. The Bard College you choose at third level helps to refine what direction you want your character to go.

We’re Going on an Adventure!

For the last few years I’ve been reliving my youth by playing Dungeons & Dragons. While there is a very nice game store nearby, I drive over to my favorite comic shop twice a month to answer the call of adventure. I know that many stores have games open to everyone so check out your local game shop or comic book shop if you are interested in trying it out. For first timers they tend to have pre-generated characters ready for you. This is not a post about fantasy role playing games, but rather something that has grown out of my characters’ adventures. I am currently running two characters: Cecil (you know I had to name one that), and Peter. One on Wednesdays and one on Sundays. Since the beginning I took notes to help me keep track from month to month. While the person running the adventure keeps notes and recaps at the start, I just feel better & have found it helps me focus.

So on Wednesdays, Cecil Ookington-Smythe – a halfling rogue fights to save the world from being taken over by evil dragons & those that worship evil dragons. If I slipped into geekspeak here’s a rough translation- I’m roleplaying a hobbit (you know like the short guys in Lord of the Rings- the ones without beards) he’s a thief/spy. I sneak around & do a lot of lurking, although as luck would have it he’s dealt the killing blow to a dragon so he can add “Dragonslayer” to his name. For Sunday’s adventure I am something completely different. I’m playing Peter Paulenmary, a half elf bard (think storyteller). While I’ve been using Cecil for a lot longer, I’ve really tried to flesh out Peter’s back story a bit more. Cecil’s excuse is he has told so many lies about his origin, he doesn’t remember the truth.  Peter’s basically a guy running around gathering stories of adventure, He’s not looking for fame or fortune, just a spot in the local tavern to spin tales of heroes and get some free drinks.  He  has ended up taking some bad advice by heading to Ravenloft (think Transylvania) and is trapped with the band of adventurers he had met on the road.  I like to think of the group wishing they hadn’t taken that left turn in Albuquerque.  He’s pretty light-hearted & optimistic, he keeps a leather bound notebook that was given to him by his mentor, Woodrow of Guthrie, along with his favorite history book by S. Morgenstern.

So as the adventures have gone on, I’ve been taking notes. These started as just lists & names, but have become much more elaborate as you can see from the examples. This is basically how I see Peter’s notebook, filled with doodles and information that, when time finally permits, may be made into that great novel, song, epic poem, whatever. So while the actual comic has been on hold for way too long (I only have lame excuses as to why) I’m still recording a “geek odyssey” of sorts. Like anything, my style has changed over time, but it adds a little something to our adventures. Note: in some cases off topic bits from conversations end up in there. Proper conventions of writing are ignored, including spelling since many words are made up so a “phonetic-ish” spelling is used.

& so it begins… after a month break I tend to start off with just words.

SO the adventure really starts to take off… trolls & ghosts and I almost die.

Somehow I get dragged into a tar pit by some ghasts… and almost die.

Getting to the fight before confronting the big bad guy. orcs & snake people. Did I mention the rest of my group decided to run away?

So fighting a group of orcs & snake people ends up almost killing me (again)

Finally we confront the big baddie who is trying to control a troll/dragon spirit and… You guessed it I almost die.

So the adventure ends and the spoils are handed out. You may have noticed that some notes are circled in blue- that way I can find our spoils so I can total things up. The result of my flirting with death- I get a magic item that will allow me to escape once per day! Hopefully I won’t die as many times.