The results of the party's choices and the overall storyline for the game are determined by the DM according to the rules of the game and the DM's interpretation of those rules. The DM selects and describes the various non-player characters (NPCs) that the party encounters, the settings in which these interactions occur, and the outcomes of those encounters based on the players' choices and actions. Encounters often take the form of battles with "monsters" – a generic term used in D&D to describe potentially hostile beings such as animals, aberrant beings, or mythical creatures. In addition to jewels and gold coins, magic items form part of the treasure that the players often seek in a dungeon. Magic items are generally found in treasure hoards, or recovered from fallen opponents; sometimes, a powerful or important magic item is the object of a quest. The game's extensive rules – which cover diverse subjects such as social interactions, magic use, combat, and the effect of the environment on PCs – help the DM to make these decisions. The DM may choose to deviate from the published rules or make up new ones if they feel it is necessary.
During the game, players describe their PCs' intended actions to the DM, who then describes the result or response. Trivial actions, such as picking up a letter or opening an unlocked door, are usually automatically successful. The outcomes of more complex or risky actions, such as scaling a cliff or picking a lock, are determined by rolling dice. Different polyhedral dice are used for different actions. For example, a twenty-sided die is used to determine whether a hit is made in combat, with other dice such as four, six, eight, ten, or even twelve-sided die used to determine how much damage was dealt. Factors contributing to the outcome include the character's ability scores, skills, and the difficulty of the task. In circumstances where a character is attempting to avoid a negative outcome, such as when dodging a trap or resisting the effect of a spell, a saving throw can be used to determine whether the resulting effect is reduced or avoided. In this case the odds of success are influenced by the character's class, levels and ability scores. In circumstances where a character is attempting to complete a task such as picking a lock, deactivating a trap, or pushing a boulder, a Difficulty Class must be hit or exceeded. Relevant ability bonuses are added to help players succeed.
As the game is played, each PC changes over time and generally increases in capability. Characters gain (or sometimes lose) experience, skills and wealth, and may even alter their alignment or gain additional character classes, which is called "Multiclassing". The key way characters progress is by earning experience points (XP), which happens when they defeat an enemy or accomplish a difficult task. Acquiring enough XP allows a PC to advance a level, which grants the character improved class features, abilities and skills. XP can be lost in some circumstances, such as encounters with creatures that drain life energy, or by use of certain magical powers that come with an XP cost.
In addition to first-party campaigns and modules, two campaigns based on popular culture have been created. The first, based on Stranger Things, was released in May 2019. A campaign based on the Rick and Morty vs. Dungeons and Dragons comic book series was later released in November 2019.
Alternatively, DMs may develop their own fictional worlds to use as campaign settings, either planning the adventure ahead or expanding on it as the players progress.
In the 1970s, numerous companies began to sell miniature figures specifically for Dungeons & Dragons and similar games. Licensed miniature manufacturers who produced official figures include Grenadier Miniatures (1980–1983), Citadel Miniatures (1984–1986), Ral Partha, and TSR itself. Most of these miniatures used the 25 mm scale.
In early 1977, TSR created the first element of a two-pronged strategy that would divide D&D for nearly two decades. A Dungeons & Dragons Basic Set boxed edition was introduced that cleaned up the presentation of the essential rules, makes the system understandable to the general public, and was sold in a package that could be stocked in toy stores. Later in 1977, the first part of Advanced Dungeons & Dragons (AD&D) was published, which brought together the various published rules, options and corrections, then expanded them into a definitive, unified game for hobbyist gamers. TSR marketed them as an introductory game for new players and a more complex game for experienced ones; the Basic Set directed players who exhausted the possibilities of that game to switch to the advanced rules.
As a result of this parallel development, the basic game includes many rules and concepts which contradicted comparable ones in AD&D. John Eric Holmes, the editor of the basic game, preferred a lighter tone with more room for personal improvisation. AD&D, on the other hand, was designed to create a tighter, more structured game system than the loose framework of the original game. Between 1977 and 1979, three hardcover rulebooks, commonly referred to as the "core rulebooks", were released: the Player's Handbook (PHB), the Dungeon Master's Guide (DMG), and the Monster Manual (MM). Several supplementary books were published throughout the 1980s, notably Unearthed Arcana (1985), which included a large number of new rules. Confusing matters further, the original D&D boxed set remained in publication until 1979, since it remained a healthy seller for TSR.
On January 9, 2012, Wizards of the Coast announced that it was working on a 5th edition of the game. The company planned to take suggestions from players and let them playtest the rules. Public playtesting began on May 24, 2012. At Gen Con 2012 in August, Mike Mearls, co-lead developer for 5th Edition, said that Wizards of the Coast had received feedback from more than 75,000 playtesters, but that the entire development process would take two years, adding, "I can't emphasize this enough ... we're very serious about taking the time we need to get this right." The release of the 5th Edition, coinciding with D&D's 40th anniversary, occurred in the second half of 2014.
Following an apology issued by Wizards of the Coast for offensive and racist material included in Spelljammer: Adventures in Space and the announced revisions to the product in September 2022, Chris Perkins – Wizards' game design architect – announced a new inclusion review process for the Dungeons & Dragons studio in November 2022. This process will now require "every word, illustration, and map" to be reviewed at several steps in development "by multiple outside cultural consultants prior to publication". The previous process only included cultural consultants at the discretion of the product lead for a project. All products being reprinted will also go through this new review process and be updated as needed.
At the July 2024 Hasbro investor meeting, Cocks stated "that digital revenue on D&D Beyond 'accounts for over half' of" the total earnings from Dungeons & Dragons. Carter, now for Rascal, commented that "we know physical books sell poorly, and even if pre-orders for the 2024 core books are, uh, 'solid', according to the CEO, it's evident that Hasbro holds little faith in analog games clotting the money bleed elsewhere in the company's structure". The 3D VTT Sigil launched as part of D&D Beyond in March 2025. Later that month, approximately 90% of the development team were laid off; in an internal communication, Hasbro Direct senior vice president Dan Rawson stated "our aspirations for Sigil as a large, standalone game with a distinct monetization path will not be realized". Following the release of core rulebooks for the 2024 revision, Dungeons & Dragons Creative Director Chris Perkins and Game Director Jeremy Crawford announced their departures from Wizards of the Coast. Christian Hoffer, for Screen Rant, highlighted that both "have been part of the Dungeons & Dragons design team for decades and were two of the lead designers of" Dungeons & Dragons 5th Edition. On this change in game's leadership, he noted that VP of Franchise and Product (Dungeons & Dragons) Jess Lanzillo "mentioned that James Wyatt and Wes Schneider, principal designers who have been part of the D&D team for years, will both have a 'bigger place at the table'" and "other designers, including Justice Arman, would also have progressive leadership roles as well".
Early in the game's history, TSR took no action against small publishers' production of D&D compatible material and even licensed Judges Guild to produce D&D materials for several years, such as City State of the Invincible Overlord. This attitude changed in the mid-1980s when TSR took legal action to try to prevent others from publishing compatible material. This angered many fans and led to resentment by the other gaming companies. Although TSR took legal action against several publishers in an attempt to restrict third-party usage, it never brought any court cases to completion, instead settling out of court in every instance. TSR itself ran afoul of intellectual property law in several cases.
During the 2000s, there has been a trend towards reviving and recreating older editions of D&D, known as the Old School Revival. This, in turn, inspired the creation of "retro-clones", games that more closely recreate the original rule sets, using material placed under the OGL along with non-copyrightable mechanical aspects of the older rules to create a new presentation of the games.
Alongside the publication of the 5th Edition, Wizards of the Coast established a two-pronged licensing approach. The core of the 5th Edition rules have been made available under the OGL, while publishers and independent creators have also been given the opportunity to create licensed materials directly for Dungeons & Dragons and associated properties like the Forgotten Realms under a program called the DM's Guild. The DM's Guild does not function under the OGL, but uses a community agreement intended to foster liberal cooperation among content creators.
Between November and December 2022, there was reported speculation that Wizards was planning on discontinuing the OGL for Dungeons & Dragons based on unconfirmed leaks. In response to the speculation, Wizards stated in November 2022: "We will continue to support the thousands of creators making third-party D&D content with the release of One D&D in 2024." Limited details on the update to the OGL, including the addition of revenue reporting and required royalties, were released by Wizards in December 2022. Linda Codega, for Io9 in January 2023, reported on the details from a leaked full copy of the OGL 1.1 including updated terms such as no longer authorizing use of the OGL1.0. Codega highlighted that "if the original license is in fact no longer viable, every single licensed publisher will be affected by the new agreement. [...] The main takeaway from the leaked OGL 1.1 draft document is that WotC is keeping power close at hand". A week after the leak, Wizards issued a response which walked back several changes to the OGL; this response did not contain the updated OGL. The Motley Fool highlighted that "Hasbro pulled an abrupt volte-face and had its subsidiary D&D Beyond publish a mea culpa on its website". On January 27, 2023, following feedback received during the open comment period for the draft OGL1.2, Wizards of the Coast announced that the System Reference Document 5.1 (SRD 5.1) would be released under an irrevocable Creative Commons license (CC BY 4.0) effective immediately and Wizards would no longer pursue deauthorizing the OGL1.0a. The SRD was then revised to reflect the 2024 revision to the 5th Edition ruleset; System Reference Document 5.2 (SRD 5.2) was released under a Creative Commons license on April 22, 2025.
The game had over three million players worldwide by 1981, and copies of the rules were selling at a rate of about 750,000 per year by 1984. Beginning with a French language edition in 1982, Dungeons & Dragons has been translated into many languages beyond the original English. By 1992, the game had been translated into 14 languages and sold over 2 million copies in 44 countries worldwide. By 2004, consumers had spent more than $1 billion on Dungeons & Dragons products and the game had been played by more than 20 million people. As many as six million people played the game in 2007. David M. Ewalt, in his book Of Dice and Men (2013), praised that the game allows for a personal fantastical experience and stated that "even though it's make-believe, the catharsis is real."
Later editions would lead to inevitable comparisons between the game series. Scott Taylor for Black Gate in 2013 rated Dungeons & Dragons as #1 in the top ten role-playing games of all time, saying "The grand-daddy of all games, D&D just keeps on going, and although there might always be 'edition wars' between players, that just says that it effectively stays within the consciousness of multiple generations of players as a relevant piece of entertainment."
Between November and December 2022, there was reported speculation that Wizards was planning to discontinue the Open Game License for Dungeons & Dragons based on unconfirmed leaks. Following an initial response to the speculation by Wizards in November 2022, the company released limited details on the update to the OGL in December 2022. Linda Codega, writing for Io9, reported on the details from a leaked full copy of the OGL 1.1 on January 5, 2023. Codega highlighted that "every single licensed publisher will be affected by the new agreement. [...] The main takeaway from the leaked OGL 1.1 draft document is that WotC is keeping power close at hand". ICv2 commented that the leaked OGL had several controversial parts. Following this leak, numerous news and industry-focused outlets reported on negative reactions from both fans and professional content creators. TheStreet highlighted that "the company's main competitors" quickly pivoted away from the OGL in the time it took Wizards to settle on a response. Starburst commented that "historically when the owners of Dungeons and Dragons attempt to restrict what people can do with the game, it leads to a boom in other tabletop roleplaying games. This is happening right now". TheStreet also commented that Wizards united its "entire player base" against it; both TheStreet and Io9 highlighted the movement to boycott D&D Beyond and mass subscription cancellations with Io9 stating that the "immediate financial consequences" forced a response by Wizards. Io9 reported that Wizards' internal messaging on the response to the leak was this was a fan overreaction. In the ensuing weeks, Wizards walked back changes to the OGL and solicited public feedback before pivoting away from the OGL to release the System Reference Document 5.1 (SRD 5.1) under an irrevocable creative commons license (CC BY 4.0). Edwin Evans-Thirlwell of The Washington Post wrote that "pushback from fans, who criticized WotC's response as far from an apology and a dismissal of their legitimate concerns, led WotC to backpedal further" and that the company "appears to have committed an irreversible act of self-sabotage in trying to replace [the OGL] — squandering the prestige accumulated over 20 years in a matter of weeks". Both Io9 and ComicBook.com called the major concessions – releasing the SRD 5.1 under the creative commons and no longer deauthorizing the OGL1.0a – announced by Wizards a "huge victory" for the Dungeons & Dragons community.
"D&D: The 'What does that stand for?' list". Geek Native. February 18, 2019. Archived from the original on February 25, 2020. Retrieved February 25, 2020. https://www.geeknative.com/64619/dd-the-what-does-that-stand-for-list/
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J. Patrick Williams; Sean Q. Hendricks; W. Keith Winkler (2006). Gaming as Culture, Essays on Reality, Identity and Experience in Fantasy Games. Jefferson, N.C.: McFarland & Company. pp. 1–14, 27. ISBN 0-7864-2436-2. OCLC 63122794. 0-7864-2436-2
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"Frankly, the difference in sales between Wizards and all other producers of roleplaying games is so staggering that even saying there is an 'RPG industry' at all may be generous." Cook, Monte. "The Open Game License as I See It – Part II". Archived from the original on March 28, 2006. Retrieved May 28, 2019. /wiki/Monte_Cook
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According to a 1999 survey in the United States, 6% of 12- to 35-year-olds have played role-playing games. Of those who play regularly, two-thirds play D&D. (Dancey; Adventure Game Industry Market Research Summary)
Products branded Dungeons & Dragons made up over fifty percent of the RPG products sold in 2005. (Hite; State of the Industry 2005)
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Waldron, David (2005). "Role-Playing Games and the Christian Right: Community Formation in Response to a Moral Panic". The Journal of Religion and Popular Culture. 9 (1). University of Toronto Press Inc. (UTPress): 3. doi:10.3138/jrpc.9.1.003. hdl:1959.17/44257. ISSN 1703-289X. Archived from the original on July 28, 2024. Retrieved May 10, 2021. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/44257
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Slavicsek, Bill; Baker, Richard W. (2005). Dungeons and Dragons for Dummies. Hoboken, N.J.: Wiley. pp. 268, 293, 363. ISBN 0-7645-8459-6. OCLC 57574631. 0-7645-8459-6
Bethke, Erik (2003). Game development and production. Wordware Game Developer's Library. Wordware Publishing, Inc. p. 12. ISBN 1-55622-951-8. 1-55622-951-8
J. Patrick Williams; Sean Q. Hendricks; W. Keith Winkler (2006). Gaming as Culture, Essays on Reality, Identity and Experience in Fantasy Games. Jefferson, N.C.: McFarland & Company. pp. 1–14, 27. ISBN 0-7864-2436-2. OCLC 63122794. 0-7864-2436-2
Spade, Joan Z.; Ballantine, Jeanne H. (2011). "Meso-Level Agents of Gender Socialization". Schools and Society: A Sociological Approach to Education (4 ed.). Pine Forge Press. p. 294. ISBN 978-1-4129-7924-5. 978-1-4129-7924-5
J. Patrick Williams; Sean Q. Hendricks; W. Keith Winkler (2006). Gaming as Culture, Essays on Reality, Identity and Experience in Fantasy Games. Jefferson, N.C.: McFarland & Company. pp. 1–14, 27. ISBN 0-7864-2436-2. OCLC 63122794. 0-7864-2436-2
"Encounters are to adventures what adventures are to campaigns" (Cook, Williams, Tweet; Dungeon Master's Guide v3.5., p. 129)
Rouchart, Sandy; Aylett, Ruth (2003). "Solving the Narrative Paradox in VEs — Lessons from RPGs". Intelligent Virtual Agents: 4th International Workshop. Berlin: Springer. pp. 245–246. ISBN 978-3-540-39396-2. OCLC 166468859. 978-3-540-39396-2
Rouchart, Sandy; Aylett, Ruth (2003). "Solving the Narrative Paradox in VEs — Lessons from RPGs". Intelligent Virtual Agents: 4th International Workshop. Berlin: Springer. pp. 245–246. ISBN 978-3-540-39396-2. OCLC 166468859. 978-3-540-39396-2
Cook, Monte; Tweet, Jonathan; Williams, Skip (2005). Dungeon Master's Guide: Core Rulebook II (3.5). Renton, WA: Wizards of the Coast. pp. 4, 98, 114. ISBN 0-7869-1551-X. OCLC 45052801. 0-7869-1551-X
J. Patrick Williams; Sean Q. Hendricks; W. Keith Winkler (2006). Gaming as Culture, Essays on Reality, Identity and Experience in Fantasy Games. Jefferson, N.C.: McFarland & Company. pp. 1–14, 27. ISBN 0-7864-2436-2. OCLC 63122794. 0-7864-2436-2
Slavicsek, Bill; Baker, Richard W. (2005). Dungeons and Dragons for Dummies. Hoboken, N.J.: Wiley. pp. 268, 293, 363. ISBN 0-7645-8459-6. OCLC 57574631. 0-7645-8459-6
Rouchart, Sandy; Aylett, Ruth (2003). "Solving the Narrative Paradox in VEs — Lessons from RPGs". Intelligent Virtual Agents: 4th International Workshop. Berlin: Springer. pp. 245–246. ISBN 978-3-540-39396-2. OCLC 166468859. 978-3-540-39396-2
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Cook, Monte; Tweet, Jonathan; Williams, Skip (2005). Dungeon Master's Guide: Core Rulebook II (3.5). Renton, WA: Wizards of the Coast. pp. 4, 98, 114. ISBN 0-7869-1551-X. OCLC 45052801. 0-7869-1551-X
Gygax, Gary (1979). Dungeon Masters Guide. Lake Geneva, WI: TSR. p. 114. ISBN 0-935696-02-4. OCLC 13642005. 0-935696-02-4
Cook, Monte; Tweet, Jonathan; Williams, Skip (2005). Dungeon Master's Guide: Core Rulebook II (3.5). Renton, WA: Wizards of the Coast. pp. 4, 98, 114. ISBN 0-7869-1551-X. OCLC 45052801. 0-7869-1551-X
Mohan, Kim (1986). Wilderness Survival Guide. TSR. ISBN 0-88038-291-0. OCLC 14766400. 0-88038-291-0
Cook, Monte; Tweet, Jonathan; Williams, Skip (2005). Dungeon Master's Guide: Core Rulebook II (3.5). Renton, WA: Wizards of the Coast. pp. 4, 98, 114. ISBN 0-7869-1551-X. OCLC 45052801. 0-7869-1551-X
Tweet, Jonathan (2004). Dungeons & Dragons Basic Game. Renton, WA.: Wizards of the Coast. p. 32. ISBN 0-7869-3409-3. OCLC 63137737. 0-7869-3409-3
Heller, Emily (May 26, 2018). "A beginner's guide to playing Dungeons and Dragons". Polygon. Archived from the original on June 11, 2020. Retrieved February 25, 2020. https://www.polygon.com/2018/5/26/17153274/dnd-how-to-play-dungeons-dragons-5e-guide-spells-dice-character-sheets-dm
Heller, Emily (May 26, 2018). "A beginner's guide to playing Dungeons and Dragons". Polygon. Archived from the original on June 11, 2020. Retrieved February 25, 2020. https://www.polygon.com/2018/5/26/17153274/dnd-how-to-play-dungeons-dragons-5e-guide-spells-dice-character-sheets-dm
Slavicsek, Bill; Baker, Richard W. (2005). Dungeons and Dragons for Dummies. Hoboken, N.J.: Wiley. pp. 268, 293, 363. ISBN 0-7645-8459-6. OCLC 57574631. 0-7645-8459-6
The original game used 3d6 in the order rolled (Gygax, Arneson; Dungeons & Dragons). Variants have since been included (Gygax; Dungeon Masters Guide, p. 11) and the standard for more recent editions is "rolling four six-sided dice, ignoring the lowest die, and totaling the other three" (Tweet, Cook, Williams; Player's Handbook [3.0], p. 4), arranging the results in any order desired. Recent editions also allow for a "point buy" system. /wiki/Dice_notation
Parkin, Jeff (September 17, 2024). "What's changed in Dungeons and Dragons 5e 2024". Polygon. Retrieved September 25, 2024. https://www.polygon.com/tabletop-games/451897/dnd-2024-rules-revisions-changes
Tweet; Dungeons & Dragons Basic Game p. 24
Williams, Hendricks & Winkler 2006 "The Role-Playing Game and the Game of Role-Playing" - Williams, J. P.; Hendricks, S. Q.; Winkler, W. K. (2006). Williams, J. Patrick; Hendricks, Sean Q.; Winkler, W. Keith (eds.). Gaming as Culture, Essays on Reality, Identity and Experience in Fantasy Games. McFarland & Company: Oxford University Press. ISBN 0-7864-2436-2.
"Dungeons & Dragons Dice". dicedragons.co.uk. April 4, 2023. Archived from the original on January 13, 2024. Retrieved January 13, 2024. https://www.dicedragons.co.uk/blogs/dice-advice/dnd-dice-explained
Tweet, Cook, Williams; Player's Handbook v3.5, p. 62
Tweet, Cook, Williams; Player's Handbook v3.5, p. 136
"Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect." There is identical language in sections titled 'Saving Throws' in (Tweet 2000:119).
Tweet, Cook, Williams; Player's Handbook v3.5, p. 136
Tweet, Cook, Williams; Player's Handbook (3.0), pp. 119–120
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"Although we have come a long way since D&D, the essential concept is still the same, and is one that will endure." (Darlington; "A History of Role-Playing Part IX").
Rilstone; Role-Playing Games: An Overview
Schick; Heroic Worlds, pp. 223–244
Fine; Shared Fantasy, pp. 16–19
Judges Guild; "Interview with Dave Arneson" in Pegasus #1 /wiki/Pegasus_(game_magazine)
Rausch; Dave Arneson Interview
Gygax; Gygax FAQ
Darlington; A History of Role-Playing Part V
Schick; Heroic Worlds, pp. 17–34
Darlington; A History of Role-Playing Part VIII
Grady; In Genre
PC Gamer; How Dungeons & Dragons shaped the modern videogame
Boucher
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Diesel, Williams, Moby, Lillard, Colbert: Shanafelt; The growing chic of geek
Briggs; Duncan's unusual hobby and more unusual request
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