A Sparring Match

Hello friends, in this post we are going to talk about the D&D practice match. How to do practice on D&D game. Before playing precaution or necessary items describing. So let’s Start the post.

This chapter takes you on a tour of a sample play session of Dungeons & Dragons. Note that you need a set of D&D dice to participate in this practice session. You can get a set of D&D dice at your local game store or bookstore, or you can buy a set from any online game seller. When you get your dice, continue with this practice session.

A Sparring match

The first way to test the game and run your characters through the paces is to have a practice fight against another character. Pick the characters you want to play from the ready-to-play characters presented in chapter 3. (D&D 5e Roleplay book)

Have a friend pick a different character. We suggest that each of you select a fighter from chapeter for you first practice session. Fighter are the easiest and most straightforward characters to play.

Understand that this practice session’s purpose is to give you and a friend a feel for the game mechanics. A full-scale D&D game requries a Dungeon Master to run the adventure. To give you a sense of moving and fighting D&D style, we focus on the basics with a scenario that would almost never happen in the game-you and your friends would instead be playing characters on the same adventuring team, and so your characters wouldn’t be fighting each other.

Another way to think of this practice session is that your characters are sparring or practicing, not fighting to the death.

Next, carfully cut out two of the player characters markers, one for each player.

Placing characters on the battle grid before you get started with combat, you need to set up a few things Here’s how:

1.Set the battle grid.

2.Place your characters marker in one of the grid’s corners. You opponent places his or her marker in the opposite corner diagonally across the grid.

3.Each of you rolls initiative. Roll the d20 and add your initiative modifier. The character with the highest result acts first, and then you take turns for the rest of this combat.

For example, Redgar’s player rolls a 10 and add +1 for a result of 11. Tordek’s player rolls a 14 and adds +1 for a result of 15. Tordek goes first, than Regdar, than Tordek, and so on until one of the characters wins the practice battle.

What to do on a turn

Each turn, a characters can move and attack, attack and move, or just move (which allows the characters to move up to twice his or her speed). Because fighter really love to get up close and personal in a battle, the first couple of turns, they will either make a ranged attack and move or just move to close the distance between them and the enemy.

Remember that to make an attack, you roll a d20 and add the modifier for the weapon your characters is using. If an attack hits ( you get a result that’s equal to or higher than you opponent’s armor class), roll the die or dice listed for the weapon’s damage. Damage reduces a character’s hit points.

When one character is reduced to 0 or fewar hit points, he or she is defeated. The other characters win the practice session!

Example of a sparring match

To help you get a better idea of the intricacies of game combat, we’ve added a blow-by-blow example of combat between the fighter Tordek and the fighter Regdar. Here’s how it would happen:

Turn 1- Tordek: Tordek got a higher initiative result, so he goes first. He starts off by making a ranged attack with his shortbow. He rolls a 7 on the d20 and adds +2 ( the modifier for his shortbow attack) for a result of 9. Regdar has an Armor Class of 15, so Tordek’s attack misses. Then Tordek moves 4 squares closer to Regdar. Tordek has attacked and moved. His turn ends.

Turn 1- Regdar: Regdar goes next. He decides to do the same thing. He rolls a 17 and adds +2 for a result of 19 with his shortbow attack. That’s higher than Tordek’s Amor Class of 17, so the attack hits. Regards rolls damage next. He rolls a 2 on a d6 (the damage die for his shortbow) Tordek reduces his hit points by 2. He now has 11 hit points remaining. Regards then moves 4 squares closer to Tordek, and his turn ends.

Turn 2 – Tordek: Tordek is still far enough away that he decides to make another ranged attack againt Regar. He rolls an 11 and adds +2. The result of 13 is not high enough to equal or beat Regdar’s Armor Class. He moves 4 squares closer to Regdar and his turn ends.

Turn 2 – Regdar: Regdar decides to spend this turn switching weapons. He puts aways his shortbow and drwas his greatsword, in anticipation of the melee battle to come.

Turn 3 – Tordek: Tordek moves closer and makes another ranged attack. This time he rolls a 15 and adds +2 for a result of 17. He hits Regdar! He rolls a 4 on a d6 and deala 4 points of damage. Regdar now has 8 hit points remaining.

Turn 3- Regdar: Regdar moves next to Tordek on this turn and makes an attacks with his greats-word. He rolls a 15 and adds +4 (the modifier for his greatsword) for 19. That’s a hit! Regdar rolls two six-sided dice and add +3 to deal damage. He rolls a 2 and a 5 on the dice, for a total of 10 (2+5+3). Tordek has 1 hit point left!

Turn 4 – Tordek: Tordek spends the turn switching weapons. He now wields dwarven waraxe.

Turn 4 – Regdar: Regdar attcaks again. He rolls a 2, and the result of 6 isn’t enough to hit Tordek.

Turn 5 – Tordek: Now Tordek gets a chance to make a melee attack. His modifier for the waraxe is +4. He rolls a 12, and the result of 16 (12+4) is a hit. The waraxe deals d10+2 damage, and Tordek’s result is 6. Regdar has 2 hit points remaining.

So these are deatiled about practice match, I hope you have liked this post. Thanks for visiting..