
Who's at the Table
- Player - You, a real person playing the game.
- Character - The individual you control in game.
- Dungeon Narrator (DN) - Storyteller.
- Party - The group of Characters adventuring.
- Non-Player-Character (NPC) - Others and monsters controlled by the DN.
How Play Works
- Encounter - A dangerous or tense situation.
- Action - Character attempts to do something.
- Turn - When all characters and NPCs have taken an action.
Combat
- Attack - You attempt to harm or affect a target.
- Defense - Reducing or avoiding harm.
- Armor Class (AC) - How hard a target is to hit.
- Damage Reduction (DR) - How much damage armor or toughness blocks.
- Hit Points (HP) - How much damage a character or creature can take.
Resting
- Rest - Time spent recovering Hit Points.
- Meditation - How a Cleric regains spent spells.
- Studying - How a Wizard regains spent spells.
Dice & Rolls
- Roll - Rolling dice to see what happens.
- Target Number (TN) - When rolling dice, the number you must meet or beat to succeed.
- Chance Roll (Check Roll) - A roll to see if attempting something works.
- Probability Roll - A roll used when the outcome is pure chance, not skill or ability.
- Save Roll - Roll to dodge attacks or spells.
- Save Rolls: Quick / Tough / Mind - Types of saves used in the game relative to ability.
- Quick Save Roll - How fast you can dodge or react.
- Tough Save Roll - Ability to resist physically.
- Mind Save Roll - Ability to resist mental effects like fear, charm, illusions, control, etc.
Gear & Wealth
- Equipment - Everything your character carries.
- Weapon - Gear used to make attacks.
- Armor - Gear that provides Damage Reduction.
- Shield - Gear that adds additional protection.
- Currency - Money: copper pieces (CP), silver pieces (SP), gold pieces (GP) and platinum pieces (PP). 10 CP = 1 SP, 10 SP = 1 GP, 10 GP = 1 PP.
Character
- Ability Scores - What your character is naturally good or bad at.
- Strength (STR) - Physical.
- Dexterity (DEX) - Speed, balance, and reflexes.
- Constitution (CON) - Endurance and health.
- Wisdom (WIS) - Awareness and judgement.
- Intelligence (INT) - Reasoning and memory.
- Charisma (CHA) - Presence and influence.
- Class - What your character is trained to do (Fighter, Cleric, Wizard, Thief).
- Experience (XP) - Progress earned through play that gains you Levels.
- Level - How experienced your character is.