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Terminology and Information

ATTRIBUTES

Attributes are your physical and mental properties of a character. They are separated into five categories. Strength, Dexterity, Constitution, Intelligence, and Wisdom. 

 

Strength (STR) is a measure of how much weight the character can carry, shove, or lift. Strength figures into jumping and leaping, and it also measures the raw damage you can deliver with certain weapons in a fight. The higher your Strength is, the more punishing your blows are. 

Dexterity (DEX) measures a character’s control over her own body, including agility, speed and manual deftness. Characters with a high Dexterity have good hand-eye coordination. Dexterity influences accuracy in combat with light and ranged weapons, as well as the ability to do precision work with one’s hands. 

Constitution (CON) is a state of both mind and body. It indicates the physical ability to withstand great strain over a long period of time (such as running for hours on end or going without food for days), but it’s also a matter of inner resistance. It also increases your hit points, and stamina points. 

Intelligence (INT) covers a character’s grasp of facts and knowledge. It also governs her ability to reason, solve problems, and evaluate situations. It’s not just IQ; instead, Intelligence involves how well a character can make sense of seemingly random facts and data, organizing them into usable and constructive patterns. Lateral thinking and leaps of intuition are also part of Intelligence, as is logic, both deductive and inductive. 

Wisdom (WIS) describes a character's willpower, common sense, perception, and intuition. Compared to Intelligence, Wisdom is more related to being in tune with and aware of one's surroundings, while Intelligence represents one's ability to analyze information. 

ABILITIES

In some cases, abilities checks are required. Each ability is outlined below with a possible match to pair them with. When making an ability check, using your points as bonus modifiers you will roll a 1d10+Attribute+Ability.  

 

 

Animal Handling when there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions. You also make a check to control your mount when you attempt a risky maneuver. (This ability can be paired with wisdom or dexterity.) 

Guile this measures your ability to talk your way out of situations, through persuasion or deception. Or allows you to influence someone through threats and hostile actions. (This ability can be paired with wisdom, intelligence, and rarely strength.) 

 

Insight checks decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms. (This ability can be paired with wisdom.) 

 

Knowledge allows you to glean information from things around you. A statue to a religious icon, an event that took place in the past, recalling lore about terrain, plants and animals, the weather, and natural cycles. And even identifying magical effects, abilities, and traditions. (This ability can be paired with Intelligence.)  

 

Medicine checks let you try to stabilize a dying companion or diagnose an illness. (This ability can be paired with wisdom or intelligence.)

 

Perception lets you spot, hear, or otherwise detect the presence of something. Or when you look around for clues and make deductions based on those clues. It measures your general awareness of your surroundings and the keenness of your senses. (This ability can be paired with wisdom or intelligence.) 

 

Performance determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. (This ability can be paired with strength, dexterity, intelligence, or wisdom.) 

 

Prowess allows you to attempt to stay on your feet in a tricky situation, like running across ice. It can also be used to cover difficult situations you encounter while climbing, jumping, or swimming. Grappling an opponent or removing yourself from restraining situations. (This ability can be paired with strength or dexterity.) 
 

Trickery is the attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard. Or if you wish to make a sleight of hand, if you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person. (This ability can be paired with dexterity or intelligence.) 

 

Survival you can follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards. (This ability can be paired with wisdom.)  

ADVANTAGE AND DISADVANTAGE IN COMBAT

Advantage  when a player rolls at advantage they are allowed to make the same roll twice. Once they have rolled both times, they must take the higher of the two roll values. Depending on the circumstance, advantage may be applied to actions,ability checks,damage rolls and attack rolls.

Disadvantage - when a player rolls at disadvantage they are required to make the same roll twice. Once they have rolled both times, they must take the lower of the two roll values. Depending on the circumstance, disadvantage may be applied to actions,ability checks,damage rolls and attack rolls.

 

 

OTHER TERMS

 

Damage Dice (DD) determines the range of numbers available for you to roll on your base side dice.

ex: 1d30 + 4. With these rolls, you can fall into any number from 1 to 30. 

 

Damage Mod (DM) represents the guaranteed damage you may do on your roll, added as a bonus modifier on the end. 

ex: 1d30 + 4

Armor Class (AC) determines how difficult it is to hit your character. Armor class is based off your class and can be increased through leveling and various other methods. 

Difficulty Class (DC) is a number set by the DM or your characters stats that you must score as a result on your skill check in order to succeed. For example, climbing the outer wall of a ruined tower may have a DC of 15. For your character to climb the wall, you must get a result of 15 or better on a Climb check.

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