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Reference

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.