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D20 System
The d20 System is a role-playing game system published in 2000 by Wizards of the Coast, originally developed for the Editions of Dungeons & Dragons#Dungeons & Dragons 3rd edition, 3rd edition of ''Dungeons & Dragons''. The system is named after the Dice#Common variations, 20-sided dice which are central to the core mechanics of many actions in the game. Much of the d20 System was released as the System Reference Document (SRD) under the Open Game License (OGL) as Open gaming, Open Game Content (OGC), which allows commercial and non-commercial publishers to release modifications or supplements to the system without paying for the use of the system's associated intellectual property, which is owned by Wizards of the Coast. The original impetus for the open licensing of the d20 System involved the economics of producing role-playing games (RPGs). Game supplements suffered significantly more diminished sales over time than the core books required to play the game. Ryan Dancey, Brand ...
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Role-playing Game System
A tabletop role-playing game (TTRPG or TRPG), also known as a pen-and-paper role-playing game, is a kind of role-playing game (RPG) in which the participants describe their characters' actions through speech and sometimes movements. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a set formal system of rules and guidelines, usually involving randomization (such as through dice). Within the rules, players have the freedom to improvise, and their choices shape the direction and outcome of the game. Neither pen and paper nor a table are strictly necessary for a game to count as a TTRPG; rather, the terms ''pen-and-paper'' and ''tabletop'' are typically used to distinguish this format of RPG from role-playing video games or live action role-playing games. Online play of TTRPGs through videoconferencing has become common since the COVID-19 pandemic. Some common examples of tabletop role-playing gam ...
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Ars Magica
''Ars Magica'' is a role-playing game set in 'Mythic Europe' – a historically grounded version of Europe and the Levant around AD 1200, with the added conceit that conceptions of the world prevalent in folklore and institutions of the High Middle Ages are factual reality (a situation known informally as the "medieval paradigm"). The players' involvement revolves around an organization of magi and their allies and foes both mundane and supernatural. The game was originally developed by Jonathan Tweet and Mark Rein-Hagen, with its first edition published in 1987. The current edition (the game's fifth) was written by David Chart, and published in 2004 by Atlas Games, who continue to develop new material for it. ''Ars Magica'' was one of the first examples of a troupe system. Early editions recommended that the players collaborate to create the campaign world and story with: * Each player having an opportunity to be Story Guide. (e.g. alternating by play session, 'chapter' ...
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Unearthed Arcana
''Unearthed Arcana'' (abbreviated UA) is the title shared by two hardback books published for different Editions of Dungeons & Dragons, editions of the ''Dungeons & Dragons'' fantasy role-playing game. Both were designed as supplements to the core rulebooks, containing material that expanded upon other rules. The original ''Unearthed Arcana'' was written primarily by Gary Gygax, and published by game publisher TSR, Inc., TSR in 1985 for use with the ''Editions of Dungeons & Dragons#Advanced Dungeons & Dragons, Advanced Dungeons & Dragons'' first edition rules. The book consisted mostly of material previously published in magazines, and included new races, Character class (Dungeons & Dragons), classes, and other material to expand the rules in the ''Dungeon Masters Guide'' and ''Players Handbook''. The book was notorious for its considerable number of errors, and was received negatively by the gaming press whose criticisms targeted the over-powered races and classes, among other i ...
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Deities And Demigods
''Deities & Demigods'' (abbreviated ''DDG''), alternatively known as ''Legends & Lore'' (abbreviated ''L&L'' or ''LL''), is a reference book for the ''Dungeons & Dragons'' fantasy role-playing game (D&D). The book provides descriptions and game statistics of gods and legendary creatures from various sources in mythology and fiction, and allows dungeon masters to incorporate aspects of religions and mythos into their D&D Campaign (role-playing game), campaigns. The first ''Deities & Demigods'' was published in 1980 by TSR, Inc. while another book called ''Deities and Demigods'' was published in 2002 by Wizards of the Coast, which acquired the ''D&D'' brand with their purchase of TSR in 1998. The original 1980 edition was the first print appearance of various fictional non-human deities, such as Corellon Larethian, Moradin, Gruumsh, and others, many of which have become standard features of the D&D game and its derivatives. These deities were the creation of Jim Ward (game design ...
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Monster Manual
The ''Monster Manual'' (''MM'') is the primary bestiary sourcebook for monsters in the ''Dungeons & Dragons'' (''D&D'') fantasy role-playing game, first published in 1977 by TSR. The ''Monster Manual'' was the first hardcover ''D&D'' book and includes monsters derived from mythology and folklore, as well as creatures created specifically for ''D&D''. Creature descriptions include game-specific statistics (such as the monster's level or number of hit dice), a brief description of its habits and habitats, and typically an image of the creature. Along with the '' Player's Handbook'' and '' Dungeon Master's Guide'', the ''Monster Manual'' is one of the three "core rulebooks" in most editions of the ''D&D'' game. As such, new editions of the ''Monster Manual'' have been released for each edition of ''D&D''. Due to the level of detail and illustration included in the 1977 release, the book was cited as a pivotal example of a new style of wargame books. Future editions would draw on ...
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Dungeon Master's Guide
The ''Dungeon Master's Guide'' (''DMG'' or ''DM's Guide''; in some printings, the ''Dungeon Masters Guide'' or ''Dungeon Master Guide'') is a book of rules for the fantasy role-playing game ''Dungeons & Dragons''. The ''Dungeon Master's Guide'' contains rules concerning the arbitration and administration of a game, and is intended for use by the game's Dungeon Master. The ''Dungeon Master's Guide'' is a companion book to the ''Player's Handbook'', which contains all of the basic rules of gameplay, and the ''Monster Manual'', which is a reference book of statistics for various animals and monsters. The ''Player's Handbook'', ''Dungeon Master's Guide'', and ''Monster Manual'' are collectively referred to as the "core rules" of the ''Dungeons & Dragons'' game. Both the ''Dungeon Master's Guide'' and the ''Player's Handbook'' give advice, tips, and suggestions for various styles of play. While all players, including the Dungeon Master, are expected to have at their disposal a copy of ...
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Expanded Psionics Handbook
The ''Expanded Psionics Handbook'' is a sourcebook written by Bruce Cordell for the 3.5 edition of the ''Dungeons & Dragons'' fantasy roleplaying game that contains rules and options for integrating psychic powers (also known as psionics) into the game. Along with its predecessor, the '' Psionics Handbook'', the ''Expanded Psionics Handbook'' expands and adapts the psionics concept with a new emphasis on balance and playability. Contents The ''Expanded Psionics Handbook'' contains a system for adding psionics to Dungeons and Dragons. Psionics use a different system from traditional D&D spellcasting, using a point pool to track a character's power usage. The ''Expanded Psionics Handbook'' introduces four Base Classes, several prestige classes alters some rules and includes a new system for becoming psionically focused. The base classes are the psion and psychic warrior (both of which are reprints from the Psionics Handbook), the wilder, and the Soulknife. The presti ...
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Player's Handbook
The ''Player's Handbook'' (spelled ''Players Handbook'' in first edition ''Advanced Dungeons & Dragons'' (''AD&D'')) is the name given to one of the core rulebooks in every edition of the fantasy role-playing game ''Dungeons & Dragons'' (''D&D''). It does not contain the complete set of rules for the game, and only includes rules for use by players of the game. Additional rules, for use by Dungeon Masters (DMs), who referee the game, can be found in the ''Dungeon Master's Guide''. Many optional rules, such as those governing extremely high-level players, and some of the more obscure spells, are found in other sources. Since the first edition, the ''Player's Handbook'' has contained tables and rules for creating characters, lists of the abilities of the different character classes, the properties and costs of equipment, descriptions of spells that magic-using character classes (such as wizards or clerics) can cast, and numerous other rules governing gameplay. Both the ''Dungeo ...
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Chaosium
Chaosium Inc. ( ) is a publisher of tabletop role-playing games established by Greg Stafford (game designer), Greg Stafford in 1975. Chaosium's major titles include ''Call of Cthulhu (role-playing game), Call of Cthulhu'', based on the horror fiction stories of H. P. Lovecraft''; RuneQuest Glorantha''; ''Pendragon (role-playing game), Pendragon'', based on Thomas Mallory's ''Le Morte d'Arthur''; and ''7th Sea (role-playing game), 7th Sea'', "swashbuckling and sorcery" set in a fantasy 17th-century Europe. Many of Chaosium's product lines are based upon literary sources. While Stafford himself has been described as "one of the most decorated game designers of all time" and "the grand shaman of gaming", multiple other notable game designers have written for Chaosium. These include David Conyers, Matthew Costello, Larry DiTillio, Paul Fricker (game designer), Paul Fricker, David A. Hargrave, Rob Heinsoo, Keith Herber, Jennell Jaquays, Katharine Kerr, Reiner Knizia, Charlie Krank, Rob ...
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Basic Role-Playing
''Basic Role-Playing'' (''BRP'') is a tabletop role-playing game which originated in the ''RuneQuest'' fantasy role-playing game. Chaosium released the ''BRP'' standalone booklet in 1980 in the boxed set release of the second edition of ''RuneQuest''. Greg Stafford and Lynn Willis are credited as the authors. Chaosium used the percentile skill-based system as the basis for most of their games, including '' Call of Cthulhu'', '' Stormbringer'', and ''Elfquest''. History The core rules were written by Steve Perrin as part of his game ''RuneQuest''. It was Greg Stafford's idea to simplify the rules (eliminating such mechanics as Strike Ranks and Hit Locations) and issue them in a 16-page booklet called ''Basic Role-Playing''. Since the first ''BRP'' release, designers including Sandy Petersen, Lynn Willis, and Steve Henderson, have contributed to the system. The system was notable for being the first role-playing game system to introduce a full skill system to characters ...
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GURPS
The ''Generic Universal Role Playing System'', or ''GURPS'', is a tabletop role-playing game system published by Steve Jackson Games. The system is designed to run any genre using the same core mechanics. The core rules were first written by Steve Jackson and published in 1986, at a time when most such systems were story- or genre-specific. Since then, four editions have been published. The current line editor is Sean Punch. Sessions are run by a game master (GM), who controls the world and adjudicates the rules, with any number of players controlling the actions of a character. Most actions are resolved by rolling three six-sided dice (3d6), trying to roll below a certain number, usually a skill. GURPS uses a point-based character creation system; characters are represented by four basic stats (Strength, Dexterity, IQ and Health), and players can buy any number of advantages, disadvantages, perks, quirks and skills. GURPS consists of a GURPS Basic Set, which contains the co ...
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Saving Throw
In role-playing games (RPGs) and war games, a saving throw is a roll of dice used to determine whether magic, poison, or various other types of attacks are effective against a character or monster. The term was first used in Donald F. Featherstone's book "War Games". They are used to represent the character's ability to avoid or resist the threat, such as by dodging a trap, or being able to resist the effects of a poison. For this reason, they are often modified by appropriate attributes such as Dexterity, Constitution, Wisdom or Luck. Sometimes the throw also represents the chance of penetrating the armor being worn by the character/unit, and so players can either roll for an 'armor save' (as is often the case), or for the unit's 'ward save' or 'invulnerability save' if applicable (this is most notable in ''Warhammer Fantasy'' and ''Warhammer 40,000''). Magical equipment or spells can also modify saving throw values. A successful saving throw typically either negates or red ...
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