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

AbilityMeasuresCommon uses
StrengthPhysical mightClimbing, grappling, heavy weapons
DexterityAgility and reflexesStealth, ranged attacks, Armor Class
ConstitutionHealth and staminaHit Points, Concentration, enduring poison
IntelligenceReasoning and memoryArcana, History, Investigation
WisdomPerception and insightPerception, Insight, Survival
CharismaForce of personalityPersuasion, Deception, Performance
ScoreModifier
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 difficultyDC
Very easy5
Easy10
Medium15
Hard20
Very hard25
Nearly impossible30

On an attack roll, a natural 20 always hits and is a Critical Hit; a natural 1 always misses.

Proficiency Bonus by Level

Character levelProficiency Bonus
1–4+2
5–8+3
9–12+4
13–16+5
17–20+6