History TabletopGame / DungeonsAndDragons

26th Apr '18 8:22:57 AM ChaoticNovelist
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* AbsurdlySharpBlade: Vorpal weapons and the swords of sharpness.

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* AbsurdlySharpBlade: Vorpal weapons and the swords of sharpness.sharpness can cut anything.



* BagOfHolding: The TropeNamer.

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* BagOfHolding: The TropeNamer.TropeNamer for the handy sack that can hold an infinite amount of stuff.



* ElementalCrafting

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* ElementalCraftingElementalCrafting: The full range of materials from cloth-metal-dragon scale is present.
20th Apr '18 2:00:09 PM OmegaMetroid
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*** As of 5th edition, ''mage armor'' is now classified as an Abjuration spell.
20th Apr '18 12:13:52 PM OmegaMetroid
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* AllSwordsAreTheSame: Played to different extents in different editions. The original rules started with sets of weapons given to the classes and ended with much the same. In the pre-Advanced-D&D blue book edition, ''all'' weapons -- big or small, slow or fast -- did 1d6 damage. 1st and 2nd edition AD&D generally avert the trope, with large numbers of different weapons all of which require proficiency. 3rd edition restores it to some extent, only requiring proficiency for exotic weapons and drawing less of a distinction between different sorts of swords.

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* AllSwordsAreTheSame: Played to different extents in different editions. The original rules started with sets of weapons given to the classes and ended with much the same. In the pre-Advanced-D&D blue book edition, ''all'' weapons -- big or small, slow or fast -- did 1d6 damage. 1st and 2nd edition AD&D generally avert the trope, with large numbers of different weapons all of which require proficiency. 3rd edition restores it to some extent, only requiring proficiency for exotic weapons and drawing less of a distinction between different sorts of swords. 5th edition encourages this as a way to incorporate unlisted weapons, with the Dungeon Master's Guide using an example of implementing a katana as a reflavoured longsword.
12th Apr '18 1:26:00 PM Yukianesa
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* DiscOneNuke: The common saying goes in regards to the Sleep spell that when it puts 28HP's worth of monster to sleep, that 28HP can mean five kobolds or zero trolls. Sleep is incredibly useful in the very early game but its usefulness drops off quickly.


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* DiscOneNuke: The common saying goes in regards to the Sleep spell that when it puts 28HP's worth of monster to sleep, that 28HP can mean five kobolds or zero trolls. Sleep is incredibly useful in the very early game but its usefulness drops off quickly.
12th Apr '18 1:24:46 PM Yukianesa
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* DiscOneNuke: The common saying goes in regards to the Sleep spell that when it puts 28HP's worth of monster to sleep, that 28HP can mean five kobolds or zero trolls. Sleep is incredibly useful in the very early game but its usefulness drops off quickly.
27th Mar '18 6:55:53 PM ProfessorDetective
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Though a number of [=D&D=]-based {{MUD}}s and other online games existed prior, most notably the original ''VideoGame/NeverwinterNights'', in 2006, Wizards of the Coast and Atari released the {{MMORPG}} ''VideoGame/DungeonsAndDragonsOnline: Stormreach'', set on the fictional continent of Xen'drik in the campaign world of TabletopGame/{{Eberron}}. The game has since been renamed ''Dungeons & Dragons Online: TabletopGame/{{Eberron}} Unlimited'', and uses a free-to-play model with optional microtransactions. It later added a ''TabletopGame/ForgottenRealms'' expansion. ''TabletopGame/TempleOfElementalEvil'' received a [[VideoGame/TheTempleOfElementalEvil computer game adaptation]] via the late Creator/TroikaGames, and is notable for being the only "proper" use of the 3.5 rules (fully turn based, all special options, bar grapple and counter spell, intact), ''VideoGame/KnightsOfTheChalice'' is an unofficial indie successor to this adaptation built by using the OGL license, with a sequel coming eventually.

Two companion magazines -- ''Magazine/{{Dragon}}'' and ''Magazine/{{Dungeon}}'' -- have been published since 1976 and 1986 respectively, offering additional content, articles and resources for D&D. Since 2007, the magazines have ceased paper publication and can now be found in digital format on the ''Wizards Of The Coast'' website. AD&D has its "Core Rules" toolset sold on CD. With the release of 4E, a set of virtual tabletop software called ''D&D Insider'' was set to be released that would have given gamers a official way to play D&D over the Internet, but [[VaporWare now the idea seems dead]], as Fifth Edition is in publication. In 2015, ''Dragon'' magazine made a reappearance as ''Dragon+'', a free app released for [=iOS=] and Android, with new issues of the e-magazine being released every two months.

Whole libraries of novels have been published with D&D tie-ins, most of them linked to specific game settings such as the ''TabletopGame/ForgottenRealms''. While writing quality is inconsistent at best, sheer quantity testifies to these novel lines' profitability. The best known novels are R.A. Salvatore's ''Legend of Drizz't'' series. In addition, IDW Publishing, famous for their ''{{Transformers}}'' and ''GIJoe'' comics, have obtained the license to [[ComicBook/DungeonsAndDragons an ongoing series]] based on D&D - which have been [[http://www.comicsalliance.com/2011/04/20/dungeons-dragons-comic-idw/ well-received,]] mainly due to being written by the writer for Creator/DCComics' ''ComicBook/BlueBeetle''.

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Though a number of [=D&D=]-based {{MUD}}s and other online games existed prior, most notably the original ''VideoGame/NeverwinterNights'', in 2006, Wizards of the Coast and Atari released the {{MMORPG}} ''VideoGame/DungeonsAndDragonsOnline: Stormreach'', set on the fictional continent of Xen'drik in the campaign world of TabletopGame/{{Eberron}}. The game has since been renamed ''Dungeons & Dragons Online: TabletopGame/{{Eberron}} Unlimited'', and uses a free-to-play model with optional microtransactions. It later added a ''TabletopGame/ForgottenRealms'' expansion. ''TabletopGame/TempleOfElementalEvil'' received a [[VideoGame/TheTempleOfElementalEvil computer game adaptation]] via the late Creator/TroikaGames, and is notable for being the only "proper" use of the 3.5 rules (fully turn based, turn-based, all special options, bar grapple and counter spell, counterspell, intact), ''VideoGame/KnightsOfTheChalice'' is an unofficial indie successor to this adaptation built by using the OGL license, with a sequel coming eventually.

Two companion magazines -- ''Magazine/{{Dragon}}'' and ''Magazine/{{Dungeon}}'' -- have been published since 1976 and 1986 respectively, offering additional content, articles articles, and resources for D&D. Since 2007, the magazines have ceased paper publication and can now be found in digital format on the ''Wizards Of The Coast'' website. AD&D has its "Core Rules" toolset sold on CD. With the release of 4E, a set of virtual tabletop software called ''D&D Insider'' was set to be released that would have given gamers a an official way to play D&D over the Internet, but [[VaporWare now the idea seems dead]], as Fifth Edition is in publication. In 2015, ''Dragon'' magazine made a reappearance as ''Dragon+'', a free app released for [=iOS=] and Android, with new issues of the e-magazine being released every two months.

Whole libraries of novels have been published with D&D tie-ins, most of them linked to specific game settings such as the ''TabletopGame/ForgottenRealms''. While writing quality is inconsistent at best, sheer quantity testifies to these novel lines' profitability. The best known best-known novels are R.A. Salvatore's ''Legend of Drizz't'' series. In addition, IDW Publishing, famous for their ''{{Transformers}}'' and ''GIJoe'' comics, have obtained the license to [[ComicBook/DungeonsAndDragons an ongoing series]] based on D&D - which have been [[http://www.comicsalliance.com/2011/04/20/dungeons-dragons-comic-idw/ well-received,]] mainly due to being written by the writer for Creator/DCComics' ''ComicBook/BlueBeetle''.



* CombatPragmatist: Away from specific class examples, players are often encouraged to try to be this. ''Sandstorm'' adds rules and feats for bliding opponents with sand, while ''Stormwrack'' adds rules for grappling with opponents and ''holding them underwater until they drown''. The Dirty Trick feats allow characters to attack in all manner of unsporting ways, like {{Groin Attack}}s and eye gouging.

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* CombatPragmatist: Away from specific class examples, players are often encouraged to try to be this. ''Sandstorm'' adds rules and feats for bliding blinding opponents with sand, while ''Stormwrack'' adds rules for grappling with opponents and ''holding them underwater until they drown''. The Dirty Trick feats allow characters to attack in all manner of unsporting ways, like {{Groin Attack}}s and eye gouging.



* IronicNurseryTune: The nursery rhymes about the oni in fifth edition certainly qualify.

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* IronicNurseryTune: The nursery rhymes about the oni in fifth edition Fifth Edition certainly qualify.



* NoGearLevel: Stripping gear tends to occur if you get captured or contained. The impact varies based on edition: Basic has fighting-classes hit hard, 1e and 2e also impact spells that require somantic components, 3e also has unarmed attacks provoke attacks of opportunity (unless you have a feat), and 4e allows all weapon or implement powers to work (unless the power explicitly requires one) with no special penalty (beyond lack of proficiency bonus.) 5e reduces characters to their most basic, infinitely-usable spells and attacks unless the character has gone out of its way to learn, prepare, or equip abilities that don't require gear, but the game is designed around those basic abilities being reasonably viable in combat and navigation.

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* NoGearLevel: Stripping gear tends to occur if you get captured or contained. The impact varies based on edition: Basic has fighting-classes hit hard, 1e and 2e also impact spells that require somantic components, 3e also has unarmed attacks provoke attacks of opportunity (unless you have a feat), and 4e allows all weapon or implement powers to work (unless the power explicitly requires one) with no special penalty (beyond lack of proficiency bonus.) 5e Fifth Edition reduces characters to their most basic, infinitely-usable spells and attacks unless the character has gone out of its way to learn, prepare, or equip abilities that don't require gear, but the game is designed around those basic abilities being reasonably viable in combat and navigation.



** Probably the TropeCodifier. Through 1E, Bard was a prestige class notable only really for the absurd class requirements (you had to switch between three classes over the course of ten levels, these classes being Fighter, Rogue and Druid). 2E and 3E made Bards a versatile support caster who [[CantCatchUp in practice traded versatility for power]], never outshining any class in any specific role while also being rather rubbish in simple combat. The 3.5E splatbook did a lot to turn the Bard into a more effective JackOfAllStats, and 5E reworked Bards entirely to make them generally more threatening; more proficiencies, higher level spells and better offensive spells, and a rework of Bardic Inspiration. Lore Bards are widely considered to be a top-tier class.

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** Probably the TropeCodifier. Through 1E, Bard was a prestige class notable only really for the absurd class requirements (you had to switch between three classes over the course of ten levels, these classes being Fighter, Rogue and Druid). 2E and 3E made Bards a versatile support caster who [[CantCatchUp in practice traded versatility for power]], never outshining any class in any specific role while also being rather rubbish in simple combat. The 3.5E splatbook did a lot to turn the Bard into a more effective JackOfAllStats, and 5E Fifth Edition reworked Bards entirely to make them generally more threatening; more proficiencies, higher level spells and better offensive spells, and a rework of Bardic Inspiration. Lore Bards are widely considered to be a top-tier class.



** Averted in 5th Edition. There's only one shield option, and it only provides a few points of AC. However, because of 5E's slower power scaling and having fewer bonuses overall that managing to reach a total AC of 20+ is considered to be very good, any such armor improvement is significant. Holy symbols for providing a spell casting focus can be added to the shield for clerics and paladins. The shield also pairs with several "Fighting Styles" class traits available to a number of classes, notably ''Defense'' style (more AC), and the ''Duelist'' style.[[note]]The character deals increased damage with their weapon attacks if the weapon is a single one-handed weapon and no other weapons are held. Shields do not count as weapons in this regard[[/note]] Finally, the ''Shield Master'' feat gives bonuses that aid with shoving creatures away and defending against some spells while using a shield.

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** Averted in 5th Edition. There's only one shield option, and it only provides a few points of AC. However, because of 5E's Fifth Edition's slower power scaling and having fewer bonuses overall that managing to reach a total AC of 20+ is considered to be very good, any such armor improvement is significant. Holy symbols for providing a spell casting spellcasting focus can be added to the shield for clerics and paladins. The shield also pairs with several "Fighting Styles" class traits available to a number of classes, notably ''Defense'' style (more AC), and the ''Duelist'' style.[[note]]The character deals increased damage with their weapon attacks if the weapon is a single one-handed weapon and no other weapons are held. Shields do not count as weapons in this regard[[/note]] Finally, the ''Shield Master'' feat gives bonuses that aid with shoving creatures away and defending against some spells while using a shield.



** 5e lists the good and neutral deities up front in the character creation section, while setting the evil gods firmly in the 'know your enemy' part of the book. This, of course, has no effect on some players and [=DMs=], who create all-evil campaigns frequently and with panache.

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** 5e Fifth Edition lists the good and neutral deities up front in the character creation section, while setting the evil gods firmly in the 'know your enemy' part of the book. This, of course, has no effect on some players and [=DMs=], who create all-evil campaigns frequently and with panache.
23rd Mar '18 9:36:58 PM Andooks
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* DistractedByTheSexy: In the 3.5 supplement ''Fiendish Codex I: Hordes of the Abyss'', one of the Abyssal Heritor feats is "Otherworldly Countenance", which allows to choose between wretchedly hideous or stunningly beautiful. If beautiful, the character can cause a fascination effect a set number of time per day by focusing attention on a subject. Note that no mention is made of the subject needing to be of the opposite sex (or even the same species, in fact).
15th Mar '18 1:00:31 PM WildCardCourier
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* '''[[http://www.hyperborea.tv/ Astonishing Swordsmen & Sorcerers of Hyperborea]]''': A retro-clone of first edition AD&D created by Jeffrey Talanian, the writer that was helping Gygax produce the Castle Zagyg products for Troll Lord Games. The foreword admits to taking inspiration from the ''Magazine/WeirdTales'' pulp works of Robert E. Howard, H.P. Lovecraft, and Clark Ashton Smith, with additional inspirations from Edgar Rice Burroughs, Fritz Leiber, Abraham Merritt, Michael Moorcock, Jack Vance, and Karl Edward Wagner. While humans are the only playable race, they are divided into 12 different ethnic groups. Uses the base four classes (fighter, cleric, magic-user, thief) and a host of subclasses (18 in 1e, 22 in 2e). Rather than the nine point alignment chart, it uses the five point chart introduced in ''Strategic Review #2.1''. The setting itself is a reworking of the mythical Hyperborea: a "flat earth" realm adrift in space lit by a red sun, with a 13 month calendar, seasons lasting multiple years, and a rather extreme version of the polar circle's day-night cycle where polar night and midnight sun each last a whole year.

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* '''[[http://www.hyperborea.tv/ Astonishing Swordsmen & Sorcerers of Hyperborea]]''': A retro-clone of first edition AD&D created by Jeffrey Talanian, the writer that was helping Gygax produce the Castle Zagyg products for Troll Lord Games. The foreword admits to taking inspiration from the ''Magazine/WeirdTales'' pulp works of Robert E. Howard, H.P. Lovecraft, and Clark Ashton Smith, with additional inspirations from Edgar Rice Burroughs, Fritz Leiber, Abraham Merritt, Michael Moorcock, Jack Vance, and Karl Edward Wagner. While humans are the only playable race, they are divided into 12 different ethnic groups. Uses the base four classes (fighter, cleric, magic-user, thief) and a host of subclasses (18 in 1e, 22 in 2e). The max level cap is 12, while spells cap at level 6. Rather than the nine point alignment chart, it uses the five point chart introduced in ''Strategic Review #2.1''. The setting itself is a reworking of the mythical Hyperborea: a ''Literature/DyingEarth'' styled "flat earth" realm adrift in space lit by a dying red sun, with a 13 month calendar, seasons lasting multiple years, and a rather an extreme version of the polar circle's day-night cycle where polar night and midnight sun each last a whole year.year. Ancient advanced technology is everywhere yet rare at the same time, laser guns and blades can be found in treasure hordes, yet the means of manufacturing them have been lost to the people on Hyperborea.



* '''Scarlet Heroes'''. Created by Kevin Crawford. Unusual in that it is designed to be played with only one, or at most a couple, of PCs while still being compatible with other old-school material.

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* '''Scarlet Heroes'''. Heroes''': Created by Kevin Crawford. Unusual in that it is designed to be played with only one, or at most a couple, of PCs while still being compatible with other old-school material.
15th Mar '18 6:16:31 AM pi4t
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* '''Scarlet Heroes'''. Created by Kevin Crawford. Unusual in that it is designed to be played with only one, or at most a couple, of PCs while still being compatible with other old-school material.
11th Mar '18 12:16:31 PM WildCardCourier
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* '''[[http://www.hyperborea.tv/ Astonishing Swordsmen & Sorcerers of Hyperborea]]''': A retro-clone of first edition AD&D created by Jeffrey Talanian, the writer that was helping Gygax produce the Castle Zagyg products for Troll Lord Games. The foreword admits to taking inspiration from the ''Magazine/WeirdTales'' pulp works of Robert E. Howard, H.P. Lovecraft, and Clark Ashton Smith, with additional inspirations from Edgar Rice Burroughs, Fritz Leiber, Abraham Merritt, Michael Moorcock, Jack Vance, and Karl Edward Wagner. While humans are the only playable race, they are divided into 12 different ethnic groups. Uses the base four classes (fighter, cleric, magic-user, thief) and a host of subclasses (18 in 1e, 22 in 2e). Rather than the nine point alignment chart, it uses the five point chart introduced in ''Strategic Review #2.1''. The setting itself is a reworking of the mythical Hyperborea: a "flat earth" realm adrift in space lit by a red sun, with a 13 month calendar, seasons lasting multiple years, and a rather extreme version of the polar circle's day-night cycle where polar night and midnight sun each last a whole year.
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