D&D is a conversation with dice in it. Someone describes a situation, someone
else says what they do about it, and when the outcome is genuinely in doubt, the
dice settle it. Everything in this section is an elaboration of that loop.
The pages here cover the parts of the game that apply everywhere, whatever your
character happens to be:
- Rhythm of Play — how a scene actually
moves, at the table and in combat.
- The Six Abilities — what your
character is made of, and what each ability is for.
- D20 Tests — the three rolls that resolve
almost everything.
- Proficiency — what training adds, and
where it applies.
- Actions — what you can do with your turn.
- Social Interaction — talking to
people, and when that needs a roll.
- Exploration — light, terrain, senses and
the hazards of getting there.
- Combat — how a fight is run, from Initiative
to the attack landing.
- Damage and Healing — what a hit
does, and how you come back from it.
- Conditions — how conditions behave, stack
and end.
Terms with a dashed underline open their full definition from the
Rules Glossary; the pages here explain how the pieces
fit together rather than repeating what each one means.