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GRover’s
Student Sample
2
Creating a character
Once you’ve picked a race and a class, it’s time to roll for your stats.
These are the things that basically tell you how good (or bad) you are
at various skills.
There are a number of ways to do this, but I like to roll 4d6 (roll a six-sided
die four times), drop the lowest roll, and add the rest.
For example: if you rolled a 1, a 4, another 4, and a 6, you would drop the 1,
and add 4, 4, and 6 for a total of 14.
Ability scores
There are 6 ability scores which are usually explained in the following way:
Fill in your results however they match up with the class you want to play.
A Rogue might need more DEX while a Wizard might need more WIS.
7
Modifiers
For every ability score you have, a modifier is associated with it.
This modifier changes how well your dice roll is for a particular action
(we’ll get into this later).
Pretty much anything you want to do in D&D will require rolling a dice of
some kind.
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Skill checks
If you are a rogue
To the right is the list picking a locked door,
of skills that might be you would make a
used in any number of sleight of hand check.
circumstances.
You’ll make your roll
These work just like with proficiency (you’re
attack rolls. skilled as a rogue). This
number is compared to
1d20 a set challenge value.
+relevant modifier This is decided by the
+proficiency (if true) DM based on difficulty.
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Saving throws
Imagine you’ve just stolen a rare
artifact from an underground temple.
Oh no! There’s a pressure plate under
the artifact, and now there’s a giant
boulder rolling after you!
It might also mean double damage. This means that no matter what you
Ex) 2d6 (instead of 1d6) + mod are attempting, it’ll go wrong...
15
Converting currency
Nothing in life is free. This is true in
real life and in D&D.
There are several types of coins
generally utilized in the world of
Dungeons and Dragons, and the
conversion for these currencies are
shown here.
For example:
10 silver pieces is equivalent to 1
gold piece.
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In conclusion...
These are just a few examples of mathematics in D&D.
Generally speaking, most of the rules that are in place are grounded in math
so that the players and the DM have less work to do in order to
appropriately figure out whether or not varying events occur.
Since anyone can develop specific or original rules, there are literally endless
possibilities for how a game could function.
All that matters is that you have fun… and with math at the heart of the
game, how could one not have fun?
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Works cited
All references and images from Dungeons and Dragons are owned by Wizards
of the Coast LLC, and I do not claim any ownership to these
intellectual properties.