Chapter I · The Core Loop · Player's Handbook
Playing the Game
How a session flows, the six abilities, d20 Tests, Advantage and Disadvantage, and Proficiency.
The Rhythm of Play
Every scene follows the same simple loop. The Dungeon Master describes where the characters are and what they notice. The players say what their characters try to do. The DM decides whether a roll is needed, then narrates what happens — and the loop begins again.
- The DM describes the scene.
- Players declare what their characters attempt.
- The DM narrates the result, calling for dice when the outcome is uncertain.
The Six Abilities
| Ability | Measures | Common uses |
|---|---|---|
| Strength | Physical might | Climbing, grappling, heavy weapons |
| Dexterity | Agility and reflexes | Stealth, ranged attacks, Armor Class |
| Constitution | Health and stamina | Hit Points, Concentration, enduring poison |
| Intelligence | Reasoning and memory | Arcana, History, Investigation |
| Wisdom | Perception and insight | Perception, Insight, Survival |
| Charisma | Force of personality | Persuasion, Deception, Performance |
| Score | Modifier |
|---|---|
| 1 | −5 |
| 2–3 | −4 |
| 4–5 | −3 |
| 6–7 | −2 |
| 8–9 | −1 |
| 10–11 | +0 |
| 12–13 | +1 |
| 14–15 | +2 |
| 16–17 | +3 |
| 18–19 | +4 |
| 20–21 | +5 |
d20 Tests
Ability checks, saving throws and attack rolls all work the same way: roll a d20, add the relevant ability modifier, add your Proficiency Bonus if you are proficient, and compare the total to a target number — a Difficulty Class (DC) or an Armor Class (AC). Meet or beat it and you succeed.
| Task difficulty | DC |
|---|---|
| Very easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very hard | 25 |
| Nearly impossible | 30 |
On an attack roll, a natural 20 always hits and is a Critical Hit; a natural 1 always misses.
Proficiency Bonus by Level
| Character level | Proficiency Bonus |
|---|---|
| 1–4 | +2 |
| 5–8 | +3 |
| 9–12 | +4 |
| 13–16 | +5 |
| 17–20 | +6 |