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Revision as of 23:44, 16 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 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.
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 Nonplayer Character (NPC) Path Perception Player Character (PC) or Hero Proficiency Procure Difficulty Role Roleplaying Round Saving Throw (Save) Skill Special (Feat, Talent, Technique) Species Speed Trait Turn
Hero/Character
- These two words are interchangeable. They both refer to a Character that is playable by either the Game Master or a Player. They gain levels and have Classes and so on. A Player makes a Character/Hero as their avatar that they control in the game.
AC/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.
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.
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.
Class/Advance Class
- Class andAdvance Classes are specific 'paths' a Hero can choose that provide lays of customization that are what help allow your Character to stand out among the others. Classes usually refer to Future Hero Base Classes.
Talents/Feats/Traits
- Talents: These are special features that are specific to a certain Path or Advance Class.
- Feats: These are special abilities or features that can be picked by any Character and help define the role that Character is attempting to fill.
- Traits: These are provided usually at level one by the Species one picks.
Check/Saving Throw/Roll
- All these just imply the use of dice. A Check is a way to confirm if an action performed by the Character is successful. While a Saving Throw is to see if an action performed on a Character is successful.
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.