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Dungeons & Dragons Rules Cyclopedia

Rules Cyclopedia
Classic fantasy campaigns that grow from dungeon delving to dominions
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fantasy
Classic FantasyDungeon CrawlExplorationRandom TablesVancian CastingDescending ACDomain ManagementCrunchy
Languages: English
Diced20
System FamilyOSR
Cost$
LicenseAll Rights Reserved
PublisherTSR, Inc.
Year1991
Complexity High
Accessibility Medium
Runnability Very High

Core Mechanic

Characters make attacks by rolling 1d20, adding applicable modifiers, and meeting the target number for Armor Class. THAC0 offers an equivalent subtraction method. Saving throws are d20 class-and-level targets, and spellcasters memorize limited spells that are expended when cast.

Best For

Groups who want a single reference for a long-running classic fantasy campaign that can move from dungeons to dominions. It suits readers comfortable learning optional detail alongside the baseline rules.

Highlights

Chapter 1 walks a player from ability scores through class, equipment, attacks, and saving throws. Separate combat procedures support personal fights, large battles, and sieges. Stronghold and dominion rules turn accumulated resources into rulership procedures.

Considerations

Character advancement reaches 36 levels before optional high-level paths add further decisions. Rules depth spans personal advancement, large battles, and domain administration, requiring a group to choose which procedures will matter. The game retains class-and-race restrictions and descending Armor Class rather than a universal skill resolution procedure.