Dreamweaver
One Thousand Club
LingoNot everyone reading this will understand all of the terms used. Here I will briefly describe the various terms used in dice roleplaying. If I miss one, be sure to let me know in Discord and I will add it. Some of the following are common terms used in this combat system;
PC = Player Character - That's you.
Dice - There are a number of dice which will be used in this combat system. Dice are usually referred to in such a way as "1D20" where 1 is the number of dice rolled, and 20 would be the number of sides on the dice. Common dice are D4, D6, D8, D10, D12 and D20. That would be Four, Six, Eight, Ten, Twelve and Twenty sided dice. In the case of rolling multiple dice, things can be a bit more confusing. For example, "2D6" would be rolling 2 six-sided dice, for a minimum of 2 and a maximum of 12. Another example, 6D12, would be rolling 6 twelve-sided dice, for a minimum of 6 and a maximum of 72. If anyone has questions about this, let me know in Discord and I will personally explain it.
1D20 - I believe that the D20 needs a special place on this list, as it will likely be the most used dice in the combat system. D20 is the "standard" dice when trying to land an attack, as well as when trying to do other actions, such as stealth. Your D20 roll can be modified by a number of Talents, which will be detailed in Chapter 2: Talent Trees.
There are two special rolls you can make with a 1D20 dice... 1, or 20. A roll of 20 is a critical strike, and deals double damage, but only for the dice rolled. For example, if your damage is 1D10+4 and you roll a 20, then you roll a 6 on your 1D10 roll, the total damage is 16.
6+6 = 12+4 = 16.
A roll of 1 is a critical failure. This grants your opponent a free extra attack against you on their next turn.
AC = Armor Class - Armor Class is the roll which you must meet or beat in order to hit an opponent. For example, if an opponent has an AC of 13, then your D20 roll needs to equal or beat 13 in order to hit them. Armor Class can be modified by a number of things, including Race and Talents.
To-Hit = Bonus to hit chance - To-hit is what we say when we are rolling against somebody's AC. Through a number of Talents, you can gather bonuses to-hit. For example, if you had a +3 bonus to-hit, your roll would be "1D20+3". If your opponent had a 13 AC, you would only need to roll a 10 to hit them as the +3 bonus would add on.
Proficiency Bonus - A character's Proficiency Bonus is a way to show how talented they are. This bonus begins at +2, and increases by +1 every 5 levels, up to +6 at level 20. You add this bonus to your to-hit roll.
HP = Hit Points - Hit Points are the remaining life of your character. Each character (with some exceptions) gains 6 hit points at every level, plus their constitution modifier. At first level, a character gains 10 + their constitution modifier.
Damage - Damage is done in a number of ways, including but not limited to; Archery, Melee Attacks, and Spells. The base damage of a PC varies depending on the weapon or spell they are using. To damage a target, you must first roll against your opponents AC, and then if you hit, roll for damage. The number rolled is subtracted from their HP.
Attack of Opportunity (AoO) - Attacks of Opportunity are a very important mechanic in this combat system. When an opponent attack you rolls a 1, you can make a free Attack of Opportunity against them; essentially gaining a second attack that round.
Unconsciousness - I have no intention of killing characters. When a character hits 0 hit points, they will fall into unconsciousness.
PC = Player Character - That's you.
Dice - There are a number of dice which will be used in this combat system. Dice are usually referred to in such a way as "1D20" where 1 is the number of dice rolled, and 20 would be the number of sides on the dice. Common dice are D4, D6, D8, D10, D12 and D20. That would be Four, Six, Eight, Ten, Twelve and Twenty sided dice. In the case of rolling multiple dice, things can be a bit more confusing. For example, "2D6" would be rolling 2 six-sided dice, for a minimum of 2 and a maximum of 12. Another example, 6D12, would be rolling 6 twelve-sided dice, for a minimum of 6 and a maximum of 72. If anyone has questions about this, let me know in Discord and I will personally explain it.
1D20 - I believe that the D20 needs a special place on this list, as it will likely be the most used dice in the combat system. D20 is the "standard" dice when trying to land an attack, as well as when trying to do other actions, such as stealth. Your D20 roll can be modified by a number of Talents, which will be detailed in Chapter 2: Talent Trees.
There are two special rolls you can make with a 1D20 dice... 1, or 20. A roll of 20 is a critical strike, and deals double damage, but only for the dice rolled. For example, if your damage is 1D10+4 and you roll a 20, then you roll a 6 on your 1D10 roll, the total damage is 16.
6+6 = 12+4 = 16.
A roll of 1 is a critical failure. This grants your opponent a free extra attack against you on their next turn.
AC = Armor Class - Armor Class is the roll which you must meet or beat in order to hit an opponent. For example, if an opponent has an AC of 13, then your D20 roll needs to equal or beat 13 in order to hit them. Armor Class can be modified by a number of things, including Race and Talents.
To-Hit = Bonus to hit chance - To-hit is what we say when we are rolling against somebody's AC. Through a number of Talents, you can gather bonuses to-hit. For example, if you had a +3 bonus to-hit, your roll would be "1D20+3". If your opponent had a 13 AC, you would only need to roll a 10 to hit them as the +3 bonus would add on.
Proficiency Bonus - A character's Proficiency Bonus is a way to show how talented they are. This bonus begins at +2, and increases by +1 every 5 levels, up to +6 at level 20. You add this bonus to your to-hit roll.
HP = Hit Points - Hit Points are the remaining life of your character. Each character (with some exceptions) gains 6 hit points at every level, plus their constitution modifier. At first level, a character gains 10 + their constitution modifier.
Damage - Damage is done in a number of ways, including but not limited to; Archery, Melee Attacks, and Spells. The base damage of a PC varies depending on the weapon or spell they are using. To damage a target, you must first roll against your opponents AC, and then if you hit, roll for damage. The number rolled is subtracted from their HP.
Attack of Opportunity (AoO) - Attacks of Opportunity are a very important mechanic in this combat system. When an opponent attack you rolls a 1, you can make a free Attack of Opportunity against them; essentially gaining a second attack that round.
Unconsciousness - I have no intention of killing characters. When a character hits 0 hit points, they will fall into unconsciousness.
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