Rules Overview

Rule 0

“Rule zero” in D&D is “the Dungeon Master is always right,” which is to say, the DM acts as the ultimate adjudicator of everything that happens in the game. This doesn’t mean you can’t argue your case to the DM, but the DM’s word trumps even the rules as written.

The Very Basics

(This section is mainly from the D&D 4e Player’s Handbook )

The Core Mechanic

Many actions in the game depend on very basic, simple rules: Decide what you want your character to do and tell the DM, who tells you to make a check and figures out your chance of success (a target number for the check). Stated differently:

The Core Mechanic

  1. Roll a d20 (you always want to roll high to succeed)
  2. Add all relevant modifiers
  3. Compare the total to a target number
    If your check result is higher than or equal to the target number, you succeed; if lower, you fail.

Two More Rules

  1. Specific Beats General – If a specific rule contradicts a general rule, the specific rule wins
  2. Always Round Down – If you wind up with a fraction as the result of a calculation, round down even if the fraction is 1/2 or larger.

Rules Overview

The Balance of Power, Forgotten Realms JasonEgg