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=== Accuracy Check/Attack Roll ===
=== 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.
: 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.
=== Affinity ===
: This is similar to Proficient, but instead of items or weapons, this is directly associated with a Character's Ability Scores. An Affinity with one of the 6 Ability scores allows the Player to roll with Advantage when using that Ability for a saving throw or check.


=== Alignment ===
=== Alignment ===

Revision as of 05:09, 30 May 2026

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 to 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.


Affinity

This is similar to Proficient, but instead of items or weapons, this is directly associated with a Character's Ability Scores. An Affinity with one of the 6 Ability scores allows the Player to roll with Advantage when using that Ability for a saving throw or check.

Alignment

Alignment is an optional role-playing game mechanic that helps define a Character's 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 to hit them. Armor Class tries to represent both the Armor a target has, but also how 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 in combat. In some cases, an Attack uses a special ability associated with the attacker, such as a Technique. When doing a melee or ranged attack, an 'Accuracy Check/Attack Roll' is done.

Arch-Type

Arch-Types help further define a Character's Class by providing additional customization alongside their Character Class. Review them here.

Background

A Background is meant to provide more flavor to the Character. It is solely focused on Role-Playing and utility mechanics in the game. Utility Mechanics refers to outside-of-combat actions that a Player can have the Character perform.

Bonus

Bonus is anything positive provided to the recipient. This can be perceived as negative 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 is an Encounter type that 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. To learn more about Combat, go here.

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/Character Class

A Class is a special set of rules centered around a theme for a Character. e.i., Starfighter. In Future Path, classes are 'Character Classes' or 'Prestige Classes'. To learn more about each Character 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 absorbs 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 4 DR for certain damage types, 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 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.

Feat

An extraordinary ability that a Character can perform. There are many Feats, and they are divided into 2 Categories: Tactical (for combat) and Utility (out of combat). They can grant new actions, or they can provide passive bonuses. This is one of the main ways the game lets a Player customize their Character.

Game Master (GM)

The storyteller and organizer of the game. It is the player who helps explain and enforce the rules and 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 quickly a Character can react to the environment. This helps determine the question of 'What team goes first?' in combat. It is also used to resolve a conflict between Characters, such as 'Who gets to the door first?'. It is calculated by adding the Wisdom and Dexterity modifiers.

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...). Review Character Path's here.

Penalties

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.

Perception

Perception is a general word to describe a Character's awareness of their surroundings 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 commonly used Skill a Character has. It is also a static attribute of a Character called 'Passive Perception'. Characters often are requested to roll Perception checks, and a good GM knows each character's Passive Perception.

Player Character (PC) or Hero

The Player Character, also abbreviated as 'PC' or also referred to 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, and there may be custom roles depending on what it refers to. A Character may also have an Affinity with something or have 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.

Prestige Classes

This is a specialty class designed to extend 1 or more Character Classes. They have stricter requirements and follow a narrower theme. Review them here.

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 out their Characters as if they were their Characters in the situation described by the GM. This is called Roleplaying, and for most, it is the whole point and fun of RPGs. In the context of the rules, sometimes rules are there more for roleplaying purposes. There is also text often called 'flavor text' that helps guide roleplaying.

Roll

To roll a die or set of dice 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 it is requested of a Player when something happens to the Player rather than 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 activities 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.

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. They are listed here.

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.

Talent

A Special feature that comes from a Character's Path or Class. Usually, this is an action they can do, but it could also be a passive bonus to an attribute.

Technique

A Technique is a special ability some Characters can have that follow a theme. The primary rules for Techniques are on the Techniques page. Some Classes have Techniques, while a character that takes on the Psion difficulty can also gain access to Techniques. Some classes have 'Tricks,' which is a variation of Techniques.

Trait

A Special that comes from a Species. Usually, passive aspects of a Character are sometimes mentioned for Roleplaying only, but can also include all sorts of things, such as combat actions or attribute modifications.