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D&D Basics Page #1 Learning the Game If you have played the AD&D game before, you know almost everything you need to play the 2nd Edition. We advise you to read the entire Player's Handbook, but the biggest changes are in these chapters: Character Classes, Combat, and Experience. Be sure to read at least those three chapters before sitting down to play. If you come to a term you do not understand, look for it in the Glossary. If you have never played the AD&D game before, the best way to learn to play the game is to find a group of experienced players and join them. They can get you immediately into the game and explain things as you need to know them. You don't need to read anything beforehand. In fact, it's best if you can play the game for several hours with experienced players before reading any of the rules. One of the amazing things about a role-playing game is that the concept is difficult to explain, but marvelously simple to demonstrate. If none of your friends are involved in a game, the best place to find experienced players is through your local hobby store. Role-playing and general gaming clubs are common and are always eager to accept new members. Many hobby stores offer a bulletin board through which DMs can advertise for new players and new players can ask for information about new or ongoing games. If there is no hobby store in your area, check at the local library or school. If you can't find anyone else who knows the AD&D game, you can teach yourself. Read the Player's Handbook and create some characters. Try to create a variety of character classes. Then pick up a pre-packaged adventure module for low-level characters, round up two or three friends, and dive into it. You probably will make lots of mistakes and wonder constantly whether you are doing everything wrong. Even if you are, don't worry about it. The AD&D game is big, but eventually you'll bring it under control. Coming from the D&D (r) Game If you are switching to the Advanced Dungeons & Dragons game from the Dungeons & Dragons (r) game, you have some special adaptations to make. You know everything you need to about role-playing, but you will need to adjust to doing certain things different ways. Much of the jargon of the two games is very similar. Don't let this mislead you into thinking that they are the same game. There are many subtle differences (along with some obvious ones), and you will need to read the rules in this book carefully to catch them all. Pay special attention to the chapters on PC races and classes, alignment, weapons and armor, and spell descriptions. The terminology of both games is quite similar, sometimes identical, when discussing these rules. These similarities often hide important differences between the way the rules work or how the numbers line up. Overall, it is best to approach the AD&D game as if it is a completely new game and be pleasantly surprised when you find overlapping concepts. Don't make the mistake of assuming that a rule, item, or spell with the same name in both games works the same way in both games. The AD&D Game Line Quite a few books and other products are published for the AD&D game. As a player, you need only one of them -- this book. Every player and DM should have a copy of the Player's Handbook. Everything else is either optional or intended for the Dungeon Master. The Dungeon Master Guide is essential for the DM and it is for the DM only. Players who are not themselves DMs have no cause to read the DMG. The Monstrous Manual supplement is also essential to the DM. It includes the most commonly encountered monsters, mythical beasts, and legendary creatures. Additional supplements, called Monstrous Compendium(r) Annuals, are available for specific AD&D product lines, such as the Ravenloft(r) and Forgotten Realms(r) campaign settings. These supplements expand the variety of monsters available and are highly recommended for DMs who play in those settings. Expanded character class books--The Complete Fighter, The Complete Thief, etc.--provide a lot more detail on these character classes than does the Player's Handbook. These books are entirely optional. They are for those players who really want a world of choice for their characters. Adventure modules contain complete game adventures. These are especially useful for DMs who aren't sure how to create their own adventures and for DMs who need an adventure quickly and don't have time to write one of their own.
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