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Dungeons & Dragons 3.5 Edition

Version 3.5
Class-driven fantasy campaigns with feats, spells, and position-sensitive combat
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fantasy
Ascending ACCharacter BuildingClassic FantasyCrunchyDungeon CrawlTacticalVancian Casting
Languages: English
Diced20
System Familyd20 System
Cost$$
LicenseOGL v1.0a (SRD); core books proprietary
PublisherWizards of the Coast
Year2003
Complexity Very High
Accessibility Medium
Runnability Very High

Core Mechanic

Roll a d20, add relevant modifiers, and compare the total to a target number. An equal or higher total succeeds. Ability checks, skill checks, attack rolls, and saving throws use this framework. Combat uses initiative and defined action types, while damage dice are rolled after a hit.

Best For

Groups running fantasy campaigns that want class-based character advancement, prepared-spell resource planning, and position-sensitive combat. It also supports GMs who want encounter construction, monsters, treasure, and campaign procedures in the core set.

Highlights

Class levels, skills, and feats create distinct mechanical advancement paths for characters. Grid combat combines initiative, movement, action types, attacks of opportunity, and special attacks into positional decisions. The Dungeon Master's Guide and Monster Manual supply encounter, campaign, and creature-construction procedures alongside player rules.

Considerations

Character creation requires choices across race, class, ability scores, skills, feats, equipment, and spells. Spellcasting uses separate class lists, spell levels, daily spell counts, and preparation rules. Encounter design requires the GM to reconcile challenge ratings, creature statistics, treasure, and adventure procedures.