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=== Check === | === Check === | ||
: Check is a roll that is required whenever a Player Character/Hero does an action that doesn't instantly succeed. The most common 'Check' is the Accuracy Check which is done whenever a Player Character attempts to attack a target. The next most common is a Skill Check. The key here is that Check's happen because of Player action and determine success of that action. | : Check is a roll that is required whenever a Player Character/Hero does an action that doesn't instantly succeed. The most common 'Check' is the Accuracy Check which is done whenever a Player Character attempts to attack a target. The next most common is a Skill Check. The key here is that Check's happen because of Player action and determine the success of that action. | ||
=== Class/Advance Class === | === Class/Advance Class === | ||
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=== Condition === | === Condition === | ||
: A Condition is a state a Character or creature can find themselves in for whatever reason although usually, it is combat related. Conditions provide Penalties to the Character making it harder for them to perform certain actions. To learn more about Conditions go [[Conditions|here]]. | : A Condition is a state a Character or creature can find themselves in for whatever reason although usually, it is combat-related. Conditions provide Penalties to the Character making it harder for them to perform certain actions. To learn more about Conditions go [[Conditions|here]]. | ||
=== Damage Types === | |||
: Damage can be given to a Character in different ways. The default is with 'Kinetic' energy. If not specified Kinetic is the default damage type. There are 4 different damage types in Future Path. There is Chemical/Electrical/Kinetic/Thermal. DR can guard against a specific type or against all at the same time. Learn more about it [[Health_and_Injury#Damage_Types|here]]. | |||
=== DR (Damage Reduction) === | |||
: DR stands for Damage reduction. This acts sorta like a barrier that removes some of the damage that would otherwise be subtracted from your Hit Points. If a Character has 10 HP and 2 DR and gets hits for 8 points of damage then DR adsorbs 2 points leaving 6 to be subtracted from the 10 HP leaving only 4 left. DR can be provided by personal shields or by Armor through customization. There are DR for certain damage types to which there are 4 of and then there is Total DR which guards against all damage types. | |||
=== Favored === | === Favored === | ||
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: How quick a Character can react to the environment. This helps determine the question of 'What team goes first?' in combat. It also is used to resolve a conflict between Characters such as 'Who gets to the door first?'. It is calculated by adding both Wisdom and Dexterity Modifiers together. | : How quick a Character can react to the environment. This helps determine the question of 'What team goes first?' in combat. It also is used to resolve a conflict between Characters such as 'Who gets to the door first?'. It is calculated by adding both Wisdom and Dexterity Modifiers together. | ||
Level | === Level === | ||
Nonplayer Character (NPC) | : Usually referring to the level of a Player Character / Hero. Characters can have levels up to 20. Dice can also be represented with levels. A Die or Dice Level starts at 1 and represents a die. 1 Die level is usually a d2 while a level 2 Die is a d4 and so on. Characters level up with experience while Die levels represent Character abilities and improve in different ways as the Character improves. | ||
Path | |||
=== Nonplayer Character (NPC) === | |||
Player Character ( | : These are Characters that are played by the GM and are not controlled by the players. Although sometimes a GM may ask a player to represent an NPC for fun. | ||
=== Path === | |||
: A Path is the base foundation of a Character. It determines, in general, the type of Character and to some extent, the type of roleplaying the Player may do with the Character. It ties a Character with one of the 6 core Attribute Themes (ie: Strength, Dexterity, Constitution etc...) | |||
=== Perception === | |||
: Perception is a general word to describe a Character's aware of their surrounds and their ability to listen and spot things in their environment. It is closely associated with the Attribute Theme Wisdom. Perception is probably the most common used Skill a Character has. It also is a static attribute of a Character called 'Passive Perception'. Characters often are requested to roll Perception checks and a good GM knows each characters Passive Perception. | |||
=== Player Character (PC) or Hero === | |||
: The Player Character also abbreviated as 'PC' or also referred too as the 'Hero' is a Character in the game that is controlled by the Player. Usually, a Player only plays as one Character and levels up that Character and rolls for that Character. | |||
=== Proficiency === | |||
: Used to describe a PC, NPC or even Monster affinity and/or training with a certain action. Proficiency in something usually implies an Advantage Bonus also there may be custom roles depending on what it is referring too. A Character may also have an Affinity with something or has a 'Favored' something. These all mean similar things from a roleplaying perspective but from a rules perspective by default all mean the Character gains an Advantage Bonus. | |||
=== Procure Difficulty === | |||
: Also referred to as 'rareness'. This describes how difficult it is to purchase an item. Often because it is rare or illegal. Learn more about purchasing items on the [[Wealth_and_Money|Wealth and Money]] page. | |||
=== | === Roleplaying === | ||
: | : When playing the game Players and the GM are encouraged to act our their Characters as if they were their Characters in the situation described by the GM. This is called Roleplaying and for most is the whole point and fun of RPGs. In the context of the rules sometimes rules are their more for roleplaying purposes. There is also text that is often called 'flavor text' that is there to help guide roleplaying. | ||
=== | === Roll === | ||
: | : To roll a die or set of dices as part of an action in the game. The most common roles are 'Accuracy', 'Attribute/Skill Check', 'Saving Throw' and 'Damage Roll'. | ||
=== | === Round === | ||
: | : A Round refers to a combat round. In combat, the rules of the game are different as actions play out as rounds. Each round is broken into phases. To learn more go to the [[Combat]] page. | ||
=== | === Saving Throw (Save) === | ||
: | : One of the types of 'rolls' a Player can do is a Saving Throw also called a 'save'. This is a reactionary roll meaning that is it requested from a Player when something happens too the Player instead of the Player doing something. Often if not successful this results in damage or a negative effect on the Player. | ||
=== | === Skill === | ||
: | : Skills are different actions or activists a Character can do usually but not exclusively outside of combat. To perform a Skill a Character does a Skill Check which includes rolling a d20 plus the skill die. Normally this doesn't include advantage unless the GM or rules specify otherwise. | ||
=== | === Special (Feat, Talent, Technique) === | ||
: | : Specials are things gained by Characters because of Player choice as they level up. They are unique to those Characters choices. Special also refers to an action in Combat. The 3 main action types are Move, Attack, and Special. | ||
=== | === Species === | ||
: | : Instead of 'Races' like in some games Future Path has 'Species'. These represent the different sentient creatures that are playable within the FuturePath Universe. | ||
=== | === Speed === | ||
: | : An attribute usually only referred to while in combat and the default of which is 30. Speed is determined by Species but can also be affected by [[Athletics#Speed|Athletics Skill]]. Speed is measured in increments of 5ft. By default, a Character can Climb and Swim at half their movement speed. | ||
=== | === Trait === | ||
: | : A Special that comes from a Species. Usually, passive aspects of a Character and sometimes is mentioned for Roleplaying only but can also include all sorts of things such as combat actions or attribute modifications. | ||
Revision as of 06:00, 17 September 2019
THIS PAGE IS STILL UNDER CONSTRUCTION!
This is a complete list of Key Terms. If you are new to Pen & Paper games or just want a refresher course please visit the New too P&P page.
Accuracy Check/Attack Roll
- Accuracy Check/Attack Roll. These two phrases are interchangeable and mean the same thing. They imply that a player needs to roll a d20 and add the correct modifiers to determine the success of an attack. The roll is usually d20 + Advantage Die (If proficient with the weapon) + Dexterity Modifier for Ranged and Strength Modifier for Melee.
Alignment
- Alignment is an optional role-playing game mechanic that helps define a Characters moral outlook and beliefs. Learn more about it here.
Armor Class (AC) or Defense
- AC stands for Armor Class. It is how well-defended a Character is and how hard it is too hit them. Armor Class tries to represent both the Armor a target has but also easy it is for them to dodge or simply how hard it may be to land a hit that may do damage. 10 + Armor Bonus + Dexterity Modifier + Siz Modifier + Natural Armor + Misc Modifier.
Attack
- Any time of action taken against a target or targets with the intent of doing harm. Normally this is done with a melee or ranged weapon and is done in combat. In some cases an Attack and use a special ability associated with the attacker such as the use of a Technique. When doing a melee or ranged attack an 'Accuracy Check/Atack Roll' is done.
Arch-Type or Background
- Arch-Types and Backgrounds help further define a Character by providing additional customization alongside their Advance Class.
Bonus and Penalties
- Bonus is anything positive provided to the recipient. This can be perceived as negative for a Player if the recipient is an enemy.
- Penalties is anything negative provided to the recipient. This can also be perceived as positive for a Player if the recipient is an enemy.
- Most Bonuses and Penalties come in the form of an 'Advantage Die'. A Bonus Advantage Die is added to a roll/check/save while a Penalty does the opposite.
Combat
- Combat refers to Characters fighting enemies using physical means to harm or control the target. The key point is simply that Combat is a 'mode' of gameplay. Whenever Characters are in combat the rules for their interactions and the actions available to them change. There are 3 main modes. Combat, Story, Downtime.
Check
- Check is a roll that is required whenever a Player Character/Hero does an action that doesn't instantly succeed. The most common 'Check' is the Accuracy Check which is done whenever a Player Character attempts to attack a target. The next most common is a Skill Check. The key here is that Check's happen because of Player action and determine the success of that action.
Class/Advance Class
- A Class is a special set of rules centered around a theme for a Character. In Future Path classes are 'Advance Classes' or 'Prestige Classes'. To learn more about each Advance Class go here.
Condition
- A Condition is a state a Character or creature can find themselves in for whatever reason although usually, it is combat-related. Conditions provide Penalties to the Character making it harder for them to perform certain actions. To learn more about Conditions go here.
Damage Types
- Damage can be given to a Character in different ways. The default is with 'Kinetic' energy. If not specified Kinetic is the default damage type. There are 4 different damage types in Future Path. There is Chemical/Electrical/Kinetic/Thermal. DR can guard against a specific type or against all at the same time. Learn more about it here.
DR (Damage Reduction)
- DR stands for Damage reduction. This acts sorta like a barrier that removes some of the damage that would otherwise be subtracted from your Hit Points. If a Character has 10 HP and 2 DR and gets hits for 8 points of damage then DR adsorbs 2 points leaving 6 to be subtracted from the 10 HP leaving only 4 left. DR can be provided by personal shields or by Armor through customization. There are DR for certain damage types to which there are 4 of and then there is Total DR which guards against all damage types.
Favored
- Something that is Favored means that the Character finds that Attribute, Skill or other tasks easier and even enjoyable to do. If the Attribute is Favored it means the Character gets Advantage Bonus when rolling Checks and Saves. If it is a Skill it means that the Character only needs to spend one Skill Point to Rank of the skill instead of two. If there is any other specified task then the default is to provide an Advantage Bonus when rolling for that task.
Game Master (GM)
- The storyteller and organizer of the game. It is the player who helps explain and enforce the rules as well as narrates the story. The other players listen to the GM and when attempting actions inform the GM.
Hit Points (HP) or Health
- The vitality and toughness of a Character. It determines how much harm a Character can take before becoming Unstable.
Initiative
- How quick a Character can react to the environment. This helps determine the question of 'What team goes first?' in combat. It also is used to resolve a conflict between Characters such as 'Who gets to the door first?'. It is calculated by adding both Wisdom and Dexterity Modifiers together.
Level
- Usually referring to the level of a Player Character / Hero. Characters can have levels up to 20. Dice can also be represented with levels. A Die or Dice Level starts at 1 and represents a die. 1 Die level is usually a d2 while a level 2 Die is a d4 and so on. Characters level up with experience while Die levels represent Character abilities and improve in different ways as the Character improves.
Nonplayer Character (NPC)
- These are Characters that are played by the GM and are not controlled by the players. Although sometimes a GM may ask a player to represent an NPC for fun.
Path
- A Path is the base foundation of a Character. It determines, in general, the type of Character and to some extent, the type of roleplaying the Player may do with the Character. It ties a Character with one of the 6 core Attribute Themes (ie: Strength, Dexterity, Constitution etc...)
Perception
- Perception is a general word to describe a Character's aware of their surrounds and their ability to listen and spot things in their environment. It is closely associated with the Attribute Theme Wisdom. Perception is probably the most common used Skill a Character has. It also is a static attribute of a Character called 'Passive Perception'. Characters often are requested to roll Perception checks and a good GM knows each characters Passive Perception.
Player Character (PC) or Hero
- The Player Character also abbreviated as 'PC' or also referred too as the 'Hero' is a Character in the game that is controlled by the Player. Usually, a Player only plays as one Character and levels up that Character and rolls for that Character.
Proficiency
- Used to describe a PC, NPC or even Monster affinity and/or training with a certain action. Proficiency in something usually implies an Advantage Bonus also there may be custom roles depending on what it is referring too. A Character may also have an Affinity with something or has a 'Favored' something. These all mean similar things from a roleplaying perspective but from a rules perspective by default all mean the Character gains an Advantage Bonus.
Procure Difficulty
- Also referred to as 'rareness'. This describes how difficult it is to purchase an item. Often because it is rare or illegal. Learn more about purchasing items on the Wealth and Money page.
Roleplaying
- When playing the game Players and the GM are encouraged to act our their Characters as if they were their Characters in the situation described by the GM. This is called Roleplaying and for most is the whole point and fun of RPGs. In the context of the rules sometimes rules are their more for roleplaying purposes. There is also text that is often called 'flavor text' that is there to help guide roleplaying.
Roll
- To roll a die or set of dices as part of an action in the game. The most common roles are 'Accuracy', 'Attribute/Skill Check', 'Saving Throw' and 'Damage Roll'.
Round
- A Round refers to a combat round. In combat, the rules of the game are different as actions play out as rounds. Each round is broken into phases. To learn more go to the Combat page.
Saving Throw (Save)
- One of the types of 'rolls' a Player can do is a Saving Throw also called a 'save'. This is a reactionary roll meaning that is it requested from a Player when something happens too the Player instead of the Player doing something. Often if not successful this results in damage or a negative effect on the Player.
Skill
- Skills are different actions or activists a Character can do usually but not exclusively outside of combat. To perform a Skill a Character does a Skill Check which includes rolling a d20 plus the skill die. Normally this doesn't include advantage unless the GM or rules specify otherwise.
Special (Feat, Talent, Technique)
- Specials are things gained by Characters because of Player choice as they level up. They are unique to those Characters choices. Special also refers to an action in Combat. The 3 main action types are Move, Attack, and Special.
Species
- Instead of 'Races' like in some games Future Path has 'Species'. These represent the different sentient creatures that are playable within the FuturePath Universe.
Speed
- An attribute usually only referred to while in combat and the default of which is 30. Speed is determined by Species but can also be affected by Athletics Skill. Speed is measured in increments of 5ft. By default, a Character can Climb and Swim at half their movement speed.
Trait
- A Special that comes from a Species. Usually, passive aspects of a Character and sometimes is mentioned for Roleplaying only but can also include all sorts of things such as combat actions or attribute modifications.