Dungeons & Dragons Rules Cyclopedia
Rules CyclopediaBest For
Groups who want a classic fantasy campaign that grows from dangerous dungeon expeditions to managing a territory. It suits tables willing to learn additional procedures as the campaign expands.
Core Mechanic
Attacks roll 1d20 plus modifiers against a class-and-level target for the defender's Armor Class. Saving throws roll 1d20 against class-and-level targets. Ability checks roll 1d20 at or below the relevant ability score.
Basic attacks and saving throws use class-and-level d20 targets. Character advancement and spell preparation add class-specific rules. Optional weapon mastery deepens individual combat. Large battles and territory finances add interlocking systems for the GM to learn.
- Free to tryNothing freeNo free rules or starter
- Get it nowSold newIn print or as a legal PDF
- ✓IndexFind any rule by page number
- ✓GM guidanceA chapter on how to run the game
- ✓Examples of playRules shown in action at the table
- ✓Quick referenceCheat sheet or summary tables
- ✓Cross-referencesRules point to each other by page
5 of 5 book tools found in the core book
Highlights
- Dungeon turn procedures make exploration a schedule of resource use and encounter checks.
- The War Machine resolves large battles without playing out every soldier's attack.
- Stronghold costs and dominion income give adventurers rules for becoming rulers.
Considerations
- Dwarf, elf, and halfling classes normally have lower level caps than human classes.
- Starting ability scores are random, so a character may not qualify for a preferred class.
- Characters normally die at 0 hit points, making low-level encounters risky.
No verified third-party publishing route found · Reviewed 2026-10-09 · Summary only, not legal advice. Check current terms before publishing. Rules license All Rights Reserved
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