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Dragons & Destinies Compatibile con la 5ª edizione
For those taking first steps

Learn to live the adventure

Dungeons & Dragons is not a video game to beat: it is a story you invent together around a table — real or imagined — with dice, friends, and a world that reacts to your choices.

What is this game?

Imagine a fantasy book where you are one of the protagonists. A narrator — the DM — describes the world; you decide what your hero does. Dice come in when the outcome is uncertain.

Tell, don't perform

You need not be an actor. Just say what you try to do: «I explore the room», «I try to persuade the guard», «I hide in the shadows».

Fate in the dice

When an action might fail, you roll a twenty-sided die. If the result is high enough, you succeed. The DM sets how hard the challenge is.

Fight together

In danger you act in turns: each chooses an action — strike, defend, cast a spell, help an ally — then the next goes.

Who are you in this world?

Every adventurer has six traits that define character: physical strength, agility, endurance, intelligence, intuition, and charisma. From these come your hero's natural talents.

Strength · Dexterity · Constitution

Strength to lift and strike, dexterity to move swiftly and dodge blows, constitution to endure pain and fatigue.

Intelligence · Wisdom · Charisma

Intelligence for arcane knowledge, wisdom to perceive what others miss, charisma to persuade, intimidate, or enchant.

Race and role

Elf, dwarf, human, or other: your origin shapes who you are. Then choose a role — warrior, mage, seer — that defines how you face danger.

The adventurer's path

  1. Choose who you want to be — A name, a race, a destiny. Armored warrior, keeper of secrets, shadow rogue: the choice is yours.
  2. Enter a story — Join a group led by the DM. You might investigate a curse, explore forgotten ruins, or negotiate between warring realms.
  3. Live the scenes — Talk to locals, explore mysterious places, face creatures, and solve riddles. Every session adds a chapter.
  4. Face danger — When combat begins, work with your companions. A good plan beats a sharp sword.
  5. Leave your mark — Choices made today may return chapters later. Heroes and traitors, alliances and vendettas: the story remembers.

Words you'll hear often

You don't need them to start playing, but they help when the DM uses them at the table.

Fortune and misfortune

Sometimes you roll two dice and keep the best — or worst. Fate favors you… or betrays you.

Resisting danger

When a trap, poison, or spell hits you, you roll to resist and lessen the effect.

Protection in battle

Your armor and agility make you hard to hit. The better protected you are, the tougher foes must be.

Vitality

When you lose all vitality you fall. Companions can aid you while death's shadow looms.

Rest

Between adventures, rest restores your strength. A tavern pause can save your life before the next quest.

Concentration

Some spells demand the caster's full attention. A well-placed blow can break them.

Ready to step in?

The tavern is lit, the DM has prepared the tale, and a seat at the table awaits someone like you.

Frequently asked questions

What do you need to start?

Friends (or new companions), the will to tell a fantasy story together, and — if you like — some dice. The DM guides the plot; you play your hero.

Do I need to know all the rules?

No. Read this guide and learn as you go, one chapter at a time.

What is the twenty-sided die?

It is the heart of the game: when an action might fail, you roll it and hope for a good result. The DM sets the difficulty.

Can I play solo?

D&D shines in a group: alliances, betrayals, and shared laughs are part of the fun.

Is Dragons & Destinies official?

No. Independent experience based on open game rules. «Dungeons & Dragons» is a Wizards of the Coast trademark.