Glossary
71 terms, the same glossary the app uses, with notes on how Fantasy RPG applies them.
A
- Ability Check
- A roll to see if a character succeeds at a task, like picking a lock or spotting a hidden door.
- Ability Score
- A number describing one basic quality of a character, such as strength or agility; higher is better.
- AC — Armor Class
- How difficult a creature is to hit. Higher is better: an attack hits when its total is equal to or higher than this number.
- Action
- The main thing you do on your turn, such as attacking, casting a spell or using an item.
- Advantage
- When luck is on your side: roll two dice and keep the higher one.
- AOE — Area of Effect
- A spell or effect that covers a whole area, hitting everything inside it instead of one target.
- Armor and Shields
- Protective gear such as leather, chain mail or a shield that makes its wearer harder to hurt.
- Attack Bonus
- What gets added to your attack roll, shown like "+5 to hit".
- Attack Roll
- The roll to see if an attack hits its target.
C
- Campaign
- A whole story played over many game sessions, with the same characters and world.
- Cantrip
- A simple spell that can be cast again and again without using up any magical energy.
- CHA — Charisma
- Force of personality. Persuading, deceiving and inspiring others.
- CON — Constitution
- Toughness. More hit points and better at shrugging off poison and fatigue.
- Concentration
- Keeping your focus to hold a spell going; getting hurt can break it and end the spell.
- Condition
- A lasting state that changes what a creature can do, such as Poisoned, Prone or Stunned.
- Cone
- A fan-shaped area that starts at the caster and widens as it goes out, like a blast of flame.
- Cover
- Something between an attacker and the target, like a wall or bush, that makes the target harder to hit.
- CR — Challenge Rating
- A rough measure of how dangerous a creature or encounter is compared with the player characters.
- Critical Hit
- An especially good hit, usually from the best possible roll, that deals extra damage.
D
- Damage Roll
- The roll that decides how much health a successful attack takes away.
- DC — Difficulty Class
- The target number used to decide whether an attempt succeeds: your roll plus modifiers must reach it.
- DEX — Dexterity
- Helps with ranged attacks, stealth and avoiding danger.
- Dice Notation
- How dice are written: "d20" is one twenty-sided die, "2d6" is two six-sided dice added together.
- Difficult Terrain
- Ground that is slow to cross, such as shallow water or rubble, so moving through it uses up extra movement.
- Disadvantage
- When things are against you: roll two dice and keep the lower one.
- DM — Dungeon Master
- Another name some fantasy games use for the Game Master, the person who runs the game.
- Duration
- How long a spell or effect lasts, such as instantaneous, one minute or one hour.
E
- Encounter
- A planned scene, usually a fight, such as a group of goblins waiting in a room.
G
- GM — Game Master
- The person who runs the game: describes the world, plays every monster and extra character, and makes the final rulings.
- GM Override
- The Game Master changing a result the app worked out, such as turning a miss into a hit.
H
- HD — Hit Dice
- The dice used to work out how much health a character or creature has, written like 2d8 + 2.
- HP — Hit Points
- How much damage a character or creature can take before it is knocked out, dying or defeated.
I
- Immunity
- Taking no damage at all from one kind of harm, or being unaffected by a condition.
- Initiative
- Decides the order in which characters and creatures take their turns during combat.
- INT — Intelligence
- Knowledge and reasoning. The source of a Mage's spells.
J
- Join Code
- The eight-character code a Game Master reads out so players anywhere can join their game over the internet.
L
- Level
- A measure of how experienced and powerful a character is. Higher levels bring more health and abilities.
- Line
- A long, narrow area, like a bolt of lightning, that hits everything along its path.
- LOS — Line of Sight
- Whether one creature can see another, with nothing solid in between.
M
- Max HP — Maximum Hit Points
- The most health a character or creature can have when fully healed.
- Modifier
- A number the rules add to or take away from a roll, such as +3 for being strong or -2 for a bad position.
- Morale
- How willing a creature is to keep fighting instead of running away or surrendering.
- Movement
- How far a character or creature can move on its turn, in feet.
N
- Natural 1
- When the twenty-sided die itself shows 1, before any modifiers. Some games treat it as an automatic failure.
- Natural 20
- When the twenty-sided die itself shows 20, before any modifiers. Many games treat it as a special success.
- NPC — Non-Player Character
- Any character in the story who is not controlled by a player: shopkeepers, guards, villains and allies are all played by the Game Master.
P
- Party
- The group of player characters adventuring together.
- PC — Player Character
- A character controlled by one of the players, not by the Game Master.
- Proficiency
- Being trained in something. Trained characters add an extra bonus to rolls with it.
R
- Radius
- A round area measured from its centre to its edge, such as a 20-foot blast around a point.
- Range
- How far away a weapon, spell or ability can reach its target.
- Reach
- How far a close-up weapon or creature can strike, usually the next square.
- Reaction
- A quick response made outside your own turn, such as a sudden spell to block a blow.
- Resistance
- Taking less damage from one kind of harm, such as fire.
- Roll
- The number the die actually showed, before anything is added or taken away.
- Round
- One full pass through the turn order, where every creature in the fight gets one turn.
S
- Saving Throw
- A roll to avoid or lessen something bad happening to you, such as a trap, poison or a spell.
- Session
- One sitting of play, from when the group starts until they stop for the day.
- Skill
- Something a character can be good at, such as noticing things, climbing or persuading people.
- Spell
- A magical effect a character can create, such as a healing touch or a ball of fire.
- Spell Save DC
- The number a target has to reach on a saving throw to resist your spell.
- Spell Slot
- A limited supply of magical energy; casting most spells uses one up until you rest.
- Square
- One space on the map grid, normally 5 feet across.
- STR — Strength
- Helps with melee attacks, lifting, breaking objects and other physical actions.
T
- Target Number
- The number a total has to reach for an attempt to succeed.
- Temp HP — Temporary Hit Points
- An extra buffer of health that is used up first when you are hurt, and cannot be healed back.
- Total
- The final result: the roll with every modifier added. This is the number compared with the target.
- Turn
- Your moment to act in combat: move and take an action, then the next creature goes.
V
- Vulnerability
- Taking extra damage from one kind of harm, often double.
W
- WIS — Wisdom
- Awareness and good judgement. Noticing things, reading people, and the source of a Cleric's spells.
X
- XP — Experience Points
- Points earned for defeating enemies and completing adventures; enough of them lets a character grow more powerful.