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FOR PLAYERS:

GLOSSARY OF RPG TERMS

This is where you can find out what some of those RPG (role-playing game) terms mean...

Note: This glossary is drawn from the pages of "Dungeons & Dragons Player's Manual," copyright 1981, TSR; "Dungeons & Dragons Player's Manual," copyright 1983, TSR; and "Dungeons & Dragons Player Handbook, Core Rulebook I, v.3.5," copyright 2003, Wizards of the Coast.

0-level spell: A spell of the lowest-possible level. Arcane spellcasters often call their 0-level spells "cantrips," and divine spellcasters often call them "orisons." (D&D 3.5)

5-foot-step: A small position adjustment that does not count as an action. Usually (but not always), a 5-foot step is permitted at any point in the round (suach as before or after a full-round action, between attacks in a full attack, between a standard action and a move action, or between two move actions). You can't take a 5-foot step in the same round that you move any distance. You can't take a 5-foot step if your movement is hampered, such as into a square of difficult terrain, in darkness, or when blinded. Taking a 5-foot step does not provoke an attack of opportunity, even if you move out of a threatened square. (D&D 3.5)

Ability: One of the six basic character qualities: Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), and Charisma (Cha). Previous versions of Dungeons & Dragons also included Luck and Comliness (attractiveness) as abilities. SEE ABILITY SCORES. (D&D 3.5)

Ability check: A check of 1d20 + the appropriate ability modifier. (D&D 3.5)

Ability damage: A temporary loss of 1 or more ability score points. Lost points return at a rate of 1 point per day unless noted otherwise by the condition dealing the damage. A character with Strenth 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious. (D&D 3.5)

Ability decrease: A decrease in an ability score that ends when the condition causing it does. (D&D 3.5)

Ability drain: A permanent loss of 1 or more ability score points. The character can only regain these points through magical means. A character with Strenth 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious. (D&D 3.5)

Ability modifier: The bonus or penalty associated with a particular ability score. Ability modifiers apply to die rolls for character actions involving the corresponding abilities. (D&D 3.5)

Ability score: The numeric rating of one of the six character abilities (SEE ABILITY). Some creatures lack certain ability scores others cannot be rated in particular abilities. (D&D 3.5)

Action: A character activity. Actions are divided into the following categories, according to the time required to perform them (from most time required to least): full-round actions, standard actions, move actions, and free actions. (D&D 3.5)

Adventure: Any session where a DM and players meet to play a role-playing game. (D&D 1)

Alignment: The general pattern of behavior of monsters and characters in role-playing game rules. (D&D 1) For more information on alignments, as per the D&D 3.5 rules, click HERE.

Area (of effect): The space and those objects and creatures within the space which are affected by the results of a spell, breath weapon, magical device and other attacks which can strike multiple targets. (D&D 1)

AC (or Armor Class): The armor worn by a character or the natural protection a monster has against missile and melee attacks. (D&D 1)

Armor Class (or AC): The armor worn by a character or the natural protection a monster has against missile and melee attacks. (D&D 1)

Bolt: A short, heavy shfat that is shot from a crossbow (also called a quarrel). (D&D 1)

Caller (or Party Leader): The player who normally tells the DM what his or her party will do, based on what the other players tell him or her. (D&D 1)

Campaign: A series of adventures taking place on the same fantasy world. (D&D 1)

Character class: The profession the player has chosen for his or her character in a game. (D&D 1)

Character level: SEE EXPERIENCE LEVEL. (D&D 1)

Charge (Magical): The magical energy needed to use a wand or staff once. (D&D 1)

Class: SEE CHARACTER CLASS. (D&D 1)

Coin (or cn): A unit of weight and treasure in the some role-playing game rules. (D&D 1)

Combat Round: A length of game time equal to a certain number of seconds used when combat occurs between players and monsters. (D&D 1)

Concentration: A character putting all his or her attention on an object or action, during which the character may do nothing else, and which, if distracted (attacked) will cause the concentration to be lost (if the concentration check fails). (D&D 1)

Cover: Anything, besides a shield, that a character hides behind to gain protection from an attack. (D&D 1)

cn: SEE COINS. (D&D 1)

cp: Copper pieces. There are 10 copper pieces to a silver piece. (D&D 1)

d# (d4, d6, d8, d10, d12, d20, d30, d100, d%): A symbol showing what type of die to roll. For example, a d20 is a 20-sided die. (D&D 1)

Damage roll: The die roll to find how much damage an attack does. (D&D 1)

Darkvision (formerly called Infravision: A kind of "sight" that allows the possessor to see in darkness to a limited range. (D&D 1)

Demi-human: A human-like creature that is also a character class (elves, dwarves, halflings, etc.). (D&D 1)

Dungeon: A place, underground and often among ruins, where characters adventure. (D&D 1)

Dungeon level: This refers to how far a dungeon area is below the ground, with the danger increasing with the depth of the level. (D&D 1)

Dungeon Master (DM, or GM, or Game Master): The referee who creates the dungeon, provides the setting for the game, and handles all monsters encountered. (D&D 1)

Duration: The length of time an effect lasts, given in combat rounds, game turns, or game days. (D&D 1)

Effect: The area and those objects and creatures within the space which are affected by a spell or attack. (D&D 1)

Enchanted monster: A monster created, conjured, or animated by magic. This includes normal monsters summoned by spells or magic items, but does not include mental summons (like the animals called by lycanthropes). Enchanted monsters in most role-playing games are skeletons, zombies, and living statues. (D&D 1)

Encounter: A meeting between player characters and monsters. (D&D 1)

Encumbrance: The equipment, treasure, and other burdens carried by a character given in 1 pound equal to 10 coins. (D&D 1)

ep: Electrum pieces. There are 2 electrum pieces per gold piece. (D&D 1)

Evasion: An attempt to get away from a monster or avoid an encounter. (D&D 1)

Experience level: An indication of the power and ability of a character. (D&D 1)

Experience points (or XP): Awards given to characters representing improvements in abilities and kills through adventuring. DMs/GMs may also give out bonus XP for good role-playing. This is called RPXP. (D&D 1)

Fighting withdrawal: Backing up slowly while trading blows with an opponent. (D&D 1)

Game time: Imagionary time within the game spent by characters doing actions, not equal to actual time spent by the players. (D&D 1)

Game turn: A measurement of game time, often used to account for time spent moving through or exploring an area. (D&D 1)

gp: Gold piece. The basic unit of money used in most role-playing campaigns. (D&D 1)

HD (or Hit Dice): The number of dice rolled to find how many hit points a character or monster has, the type of die used dependent on the creature and class. (D&D 1)

Hit Dice (or HD): The number of dice rolled to find how many hit points a character or monster has, the type of die used dependent on the creature and class. (D&D 1)

Hit points (or hp): The amount of damage a character or monster can sustain before dying. (D&D 1)

Infravision (now called Darkvision): A kind of "sight" that allows the possessor to see in darkness to a limited range. (D&D 1)

Initiative: A die roll to determine which side may act first in a combat situation. (D&D 1)

Key: Information used by the DM that describes and locates anything in the dungeon. (D&D 1)

Lair: The place where a monster lives. (D&D 1)

Level: SEE CHARACTER LEVEL, DUNGEON LEVEL, EXPERIENCE LEVEL, MONSTER LEVEL, and SPELL LEVEL. (D&D 1)

Magical monster (or fantastic creature): Creatures which are "impossible" combinations (harpy) or those creatures with magical powers (dopplegangers or dragons), although giant animals and enchanted monsters are not the same as magical monsters. (D&D 1)

Melee: Physical combat that occurs when opponents are within arm's-reach of each other using hand-held weapons and claws and teeth. (D&D 1)

Missile fire: Attacks at opponents more than arm's-reach away, not including breath weapons or spell attacks using thrown and shot weapons. (D&D 1)

Module: Completely designed and challenging adventures available from manufacturers that contain maps, keys, background information, NPCs, and other information for use by the DM to use in his or her campaign. (D&D 1)

Monster: Any creature or character not controlled by a player. (D&D 1)

Monster level: A measure of how tough a monster is, usually equal to the number of hit dice the creature has. (D&D 1)

Morale: The willingness of a creature or character to face danger. (D&D 1)

Nocturnal: A word used to describe creatures that are active at night, in darkness or in dark underground areas. (D&D 1)

NPC (or non-player character): Any character that is controlled by the DM, other than player characters who have the misfortune of being temporarily charmed, confused, or deluded. (D&D 1)

Party: A group of characters who join together for adventure or a common purpose. (D&D 1)

Party Leader (or Caller): The player who normally tells the DM what his or her party will do, based on what the other players tell him or her. (D&D 1)

Percentage Dice (or d%): Two d10 dice are used to roll a number from 1 to 100, where the first die roll is read as the tens and the second die is the ones. (D&D 1)

Person (charm or hold): Humans, demi-humans, and human-like creatures such as bugbears, gnolls, goblins, hobgoblins, kobolds, lizard men, ogres, orcs, pixies, or sprites. (D&D 1)

Player balance: The matching of challenges to characters with their abilities and the rewards, to provide an exciting game without making it too easy for players to succeed or too hard to survive. (D&D 1)

Player character (or PC): A character that is controlled by a player all the time (not an NPC). (D&D 1)

Pole arm: Any of several two-handed medieval weapons consisting of a blade or point fixed to a 5- to 12-foot pole. Typical pole arms are halberds, pikes, glaives, or bill hooks. (D&D 1)

pp: Platinum piece. A platinum piece equals 5 gold pieces. (D&D 1)

Prime requisite: The ability that is most important to a given character class. (D&D 1)

Quarrel: A short, heavy shfat that is shot from a crossbow (also called a bolt). (D&D 1)

Range: The maximum distance at which an attack may be made or a spell may be cast. (D&D 1)

Range Increment: For each range increment farther away from the first, the difficulty increases to hit the target. (D&D 1)

Retainer: A non-player character adventurer in the employ of a PC. (D&D 1)

Saving throw (or saves): A character's chance (by dodging, luck, willpower, etc.) to avoid or lessen the harmful effects of certain types of attacks. (D&D 1)

Scenario: An adventure or series of adventures desinged around a common theme or background. (D&D 1)

Secret door: A door that is hidden or disguised as something else, thereby making it hard to find. (D&D 1)

sp: Silver piece. There are 10 silver pieces to one gold piece. (D&D 1)

Spell level: A measure of the difficulty and power of a spell. (D&D 1)

Tinder box: A small box containing flint, steel and tinder, used for making fires. (D&D 1)

"To hit" roll: The lowest number an attacker must roll to strike an enemy in combat (not required for certain attacks). (D&D 1)

Treasure: The wealth and magic, items guarded by monsters and found by adventurers. (D&D 1)

Turn (undead monsters): The ability of a cleric to make undead monsters run away by the power of the cleric's faith. (D&D 1)

Wandering monsters: Any monster, encountered by a party, that is not prepared or placed ahead of time by the DM. (D&D 1)

Wolfsbane: A small flowering plant that can be used to ward off lycanthropes. (D&D 1)

XP: Experience points. (D&D 1)

If you have further questions, contact Chokra at chokra@broodslayers.com.

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