Post by Dungeon Master on Jul 13, 2005 22:33:08 GMT -5
Ability--any of the six natural traits that represent the basic definition of a player character: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. A player character's abilities are determined at the beginning of a game by rolling 6-sided dice (d6s). The scores continue to be used throughout the game as a means of determining success or failure of many actions.
Ability check--a 1d20 roll against one of your character's ability scores (modifiers may be added to or subtracted from the die roll). A result that is equal to or less than your character's ability score indicates that the attempted action succeeds.
AC--abbreviation for Armor Class.
Alignment--a factor in defining a player character that reflects his basic attitude toward society and the forces of the universe. Basically there are nine categories demonstrating the character's relationship to order vs. chaos and good vs. evil. A player character's alignment is selected by the player when the character is created.
Area of effect--the area in which a magical spell or a breath weapon works on any creatures unless they make a saving throw.
Armor Class (abbr. AC)--a rating for the protective value of a type of armor, figured from 10 (no armor at all) to 0 or even -10 (the best magical armor). The higher the AC, the more vulnerable the character is to attack.
Attack roll--the 1d20 roll used to determine if an attack is successful.
Bend bars/lift gates roll--the roll of percentile dice to determine whether a character succeeds in bending metal bars, lifting a heavy portcullis, or similar task. The result needed is a function of Strength and can be found in Table 1.
Bonus spells--extra spells at various spell levels that a priest is entitled to because of high Wisdom; shown in Table 5.
Breath weapon--the ability of a dragon or other creature to spew a substance out of its mouth just by breathing, without making an attack roll. Those in the area of effect must roll a saving throw.
Cha--abbreviation for Charisma.
Chance of spell failure--the percentage chance that a priest spell will fail when cast. Based on Wisdom, it is shown in Table 5.
Chance to know spell--the percentage chance for a wizard to learn a new spell. Based on Intelligence, it is shown in Table 4.
Charisma (abbr. Cha)--an ability score representing a character's persuasiveness, personal magnetism, and ability to lead.
Class--A character's primary profession or career.
Common--the language that all player characters in the AD&D game world speak. Other languages may require the use of proficiency slots.
Con--abbreviation for Constitution.
Constitution (abbr. Con)--an ability score that represents a character's general physique, hardiness, and state of health.
d--abbreviation for dice or die. A roll that calls for 2d6, for example, means that the player rolls two six-sided dice.
d3--since there is no such thing as a three-sided die, a roll calling for d3 means to use a d6, making 1 and 2 be a 1, 3 and 4 be a 2, and 5 and 6 be a 3.
d4--a four-sided die.
d6--a six-sided die.
d8--an eight-sided die.
d10--a ten-sided die. Two d10s can be used as percentile dice.
d12--a twelve-sided die.
d20--a twenty-sided die.
d100--either an actual 100-sided die or two different-colored ten-sided dice to be rolled as percentile dice.
DMG--a reference to the Dungeon Master Guide.
Damage--the effect of a successful attack or other harmful situation, measured in hit points.
Demihuman--a player character who is not human: a dwarf, elf, gnome, half-elf, or halfling.
Dex--abbreviation for Dexterity.
Dexterity (abbr. Dex)--an ability score representing a combination of a character's agility, reflexes, hand-eye coordination, and the like.
Dual-class character--a human who switches character class after having already progressed several levels. Only humans can be dual-classed.
Encumbrance--the amount, in pounds, that a character is carrying. How much he can carry and how being encumbered affects his movement rate are based on Strength and are shown in Tables 47 and 48. Encumbrance is an optional rule.
Energy drain--the ability of a creature, especially undead, to drain energy in the form of class levels from a character, in addition to the normal loss of hit points.
Experience points (abbr. XP)--points a character earns (determined by the Dungeon Master) for completing an adventure, for doing something related to his class particularly well, or for solving a major problem. Experience points are accumulated, enabling the character to rise in level in his class, as shown in Table 14 for warriors, Table 20 for wizards, Table 23 for priests, and Table 25 for rogues.
Follower--a nonplayer character who works for a character for money but is initially drawn to his reputation.
Gaze attack--the ability of a creature, such as a basilisk, to attack simply by making eye contact with the victim.
Henchmen--nonplayer characters who work for a character mainly out of loyalty and love of adventure. The number of henchmen a character can have is based on Charisma and is shown in Table 6. The DM and the player share control of the henchmen.
Hireling--nonplayer characters who work for a character just for money. Hirelings are completely under the control of the DM.
Hit Dice--the dice rolled to determine a character's hit points. Up to a certain level, one or more new Hit Dice are rolled each time a character attains a new class level. A fighter, for example, has only one 10-sided Hit Die (1d10) at 1st level, but when he rises to the 2nd level, the player rolls a second d10, increasing the character's hit points.
Hit points--a number representing: 1. how much damage a character can suffer before being killed, determined by Hit Dice. The hit points lost to injury can usually be regained by rest or healing; 2. how much damage a specific attack does, determined by weapon or monster statistics, and subtracted from a player's total.
Infravision--the ability of certain character races or monsters to see in the dark. Infravision generally works up to 60 feet in the darkness.
Initiative--the right to attack first in a combat round, usually determined by the lowest roll of a 10-sided die. The initiative roll is eliminated if surprise. is achieved.
Int--abbreviation for Intelligence.
Intelligence (abbr. Int)--an ability score representing a character's memory, reasoning, and learning ability.
Italic type--used primarily to indicate spells and magical items.
Level--any of several different game factors that are variable in degree, especially: 1. class level, a measure of the character's power, starting at the 1st level as a beginning adventurer and rising through the accumulation of experience points to the 20th level or higher. At each level attained, the character receives new powers. 2. spell level, a measure of the power of a magical spell. A magic-using character can use only those spells for which his class level qualifies him. Wizard spells come in nine levels (Table 21); priest spells in seven (Table 24).
Ability check--a 1d20 roll against one of your character's ability scores (modifiers may be added to or subtracted from the die roll). A result that is equal to or less than your character's ability score indicates that the attempted action succeeds.
AC--abbreviation for Armor Class.
Alignment--a factor in defining a player character that reflects his basic attitude toward society and the forces of the universe. Basically there are nine categories demonstrating the character's relationship to order vs. chaos and good vs. evil. A player character's alignment is selected by the player when the character is created.
Area of effect--the area in which a magical spell or a breath weapon works on any creatures unless they make a saving throw.
Armor Class (abbr. AC)--a rating for the protective value of a type of armor, figured from 10 (no armor at all) to 0 or even -10 (the best magical armor). The higher the AC, the more vulnerable the character is to attack.
Attack roll--the 1d20 roll used to determine if an attack is successful.
Bend bars/lift gates roll--the roll of percentile dice to determine whether a character succeeds in bending metal bars, lifting a heavy portcullis, or similar task. The result needed is a function of Strength and can be found in Table 1.
Bonus spells--extra spells at various spell levels that a priest is entitled to because of high Wisdom; shown in Table 5.
Breath weapon--the ability of a dragon or other creature to spew a substance out of its mouth just by breathing, without making an attack roll. Those in the area of effect must roll a saving throw.
Cha--abbreviation for Charisma.
Chance of spell failure--the percentage chance that a priest spell will fail when cast. Based on Wisdom, it is shown in Table 5.
Chance to know spell--the percentage chance for a wizard to learn a new spell. Based on Intelligence, it is shown in Table 4.
Charisma (abbr. Cha)--an ability score representing a character's persuasiveness, personal magnetism, and ability to lead.
Class--A character's primary profession or career.
Common--the language that all player characters in the AD&D game world speak. Other languages may require the use of proficiency slots.
Con--abbreviation for Constitution.
Constitution (abbr. Con)--an ability score that represents a character's general physique, hardiness, and state of health.
d--abbreviation for dice or die. A roll that calls for 2d6, for example, means that the player rolls two six-sided dice.
d3--since there is no such thing as a three-sided die, a roll calling for d3 means to use a d6, making 1 and 2 be a 1, 3 and 4 be a 2, and 5 and 6 be a 3.
d4--a four-sided die.
d6--a six-sided die.
d8--an eight-sided die.
d10--a ten-sided die. Two d10s can be used as percentile dice.
d12--a twelve-sided die.
d20--a twenty-sided die.
d100--either an actual 100-sided die or two different-colored ten-sided dice to be rolled as percentile dice.
DMG--a reference to the Dungeon Master Guide.
Damage--the effect of a successful attack or other harmful situation, measured in hit points.
Demihuman--a player character who is not human: a dwarf, elf, gnome, half-elf, or halfling.
Dex--abbreviation for Dexterity.
Dexterity (abbr. Dex)--an ability score representing a combination of a character's agility, reflexes, hand-eye coordination, and the like.
Dual-class character--a human who switches character class after having already progressed several levels. Only humans can be dual-classed.
Encumbrance--the amount, in pounds, that a character is carrying. How much he can carry and how being encumbered affects his movement rate are based on Strength and are shown in Tables 47 and 48. Encumbrance is an optional rule.
Energy drain--the ability of a creature, especially undead, to drain energy in the form of class levels from a character, in addition to the normal loss of hit points.
Experience points (abbr. XP)--points a character earns (determined by the Dungeon Master) for completing an adventure, for doing something related to his class particularly well, or for solving a major problem. Experience points are accumulated, enabling the character to rise in level in his class, as shown in Table 14 for warriors, Table 20 for wizards, Table 23 for priests, and Table 25 for rogues.
Follower--a nonplayer character who works for a character for money but is initially drawn to his reputation.
Gaze attack--the ability of a creature, such as a basilisk, to attack simply by making eye contact with the victim.
Henchmen--nonplayer characters who work for a character mainly out of loyalty and love of adventure. The number of henchmen a character can have is based on Charisma and is shown in Table 6. The DM and the player share control of the henchmen.
Hireling--nonplayer characters who work for a character just for money. Hirelings are completely under the control of the DM.
Hit Dice--the dice rolled to determine a character's hit points. Up to a certain level, one or more new Hit Dice are rolled each time a character attains a new class level. A fighter, for example, has only one 10-sided Hit Die (1d10) at 1st level, but when he rises to the 2nd level, the player rolls a second d10, increasing the character's hit points.
Hit points--a number representing: 1. how much damage a character can suffer before being killed, determined by Hit Dice. The hit points lost to injury can usually be regained by rest or healing; 2. how much damage a specific attack does, determined by weapon or monster statistics, and subtracted from a player's total.
Infravision--the ability of certain character races or monsters to see in the dark. Infravision generally works up to 60 feet in the darkness.
Initiative--the right to attack first in a combat round, usually determined by the lowest roll of a 10-sided die. The initiative roll is eliminated if surprise. is achieved.
Int--abbreviation for Intelligence.
Intelligence (abbr. Int)--an ability score representing a character's memory, reasoning, and learning ability.
Italic type--used primarily to indicate spells and magical items.
Level--any of several different game factors that are variable in degree, especially: 1. class level, a measure of the character's power, starting at the 1st level as a beginning adventurer and rising through the accumulation of experience points to the 20th level or higher. At each level attained, the character receives new powers. 2. spell level, a measure of the power of a magical spell. A magic-using character can use only those spells for which his class level qualifies him. Wizard spells come in nine levels (Table 21); priest spells in seven (Table 24).