
How To Play
The Play Loop, the shared glossary, routines that keep a party moving, and the habits that make a good table.
The Narrator and the players move through a repeating conversation: describe the situation, declare actions, resolve them, and carry the consequences into the next scene.
The Narrator describes a situation, environment, and immediate context. Players listen without interrupting until the scene is set.
These are the terms currently used throughout the compendium. Hover or focus a highlighted term anywhere on the site for its quick definition.
- Actions, Combat
- Your character can take up to four types of actions in a combat round; standard, bonus, move, and reaction. The first three can be taken on their initiative turn. Reactions can be taken in response to a triggering event.
- Advantage/Disadvantage
- You roll two d20s and take the higher roll (advantage) or the lower roll (disadvantage).
- Alertness
- The number needed on a stealth check (d20 + bonus) to elude or ambush a target. Alertness is equal to perception (skill) bonus plus 10. Certain monsters may be higher. If on high alert, this becomes perception plus 15.
- Character
- An avatar controlled by one of the players at the table. A group of characters is a party.
- Defense
- The number needed on an attack roll to hit a target.
- Difficulty Class (DC)
- The target number required on a d20 roll to successfully achieve a task or resist an effect. For ability and spell saving throws, Save DC = 8 + Arete.
- Graduating Die (GD)
- A die that increases in size with a character's proficiency modifier; +2 [d6], +3 [d8], +4 [d10], +5–6 [d12].
- Health
- The amount of damage a creature can sustain before it is incapacitated or killed.
- Hit Dice (HD)
- The number of dice used to calculate health. Characters have a number of hit dice equal to their level.
- Incapacitated
- When a creature reaches 0 health, it falls and becomes incapacitated. It can survive for a number of rounds equal to its endurance score before dying. If an incapacitated creature is struck in earnest while at 0 health, it dies.
- Magical Item
- An object imbued with magical powers.
- Manifestation
- A flashy show of magical energy surrounding a spellcaster, making it obvious that magic is being used.
- Modifier, Proficiency (PROF)
- This number reflects skill. Creatures start at +2 and gain an extra +1 at 5th, 9th, 13th, and 17th level.
- Modifier, Statistic
- This bonus reflects talent (not skill) and is based on a creature’s statistic score. The formula for calculating this is: a +1 bonus for every 2 stat points above 10. So, 12 is +1, 14 is +2, 16 is +3, etc.
- Penetration
- This number is deducted from a target’s soak when damage is dealt.
- Player (PC)
- One of the humans sitting around the table playing the game. Each player controls a character.
- Roll, Arete
- A creature’s total power or spellcasting modifier. Arete = PROF + Primary Stat Modifier. Save DC = 8 + Arete.
- Roll, Attack (ATT)
- A roll (d20 + bonus) made to hit a target.
- Roll, Damage (DMG)
- A roll (weapon dice + bonus) made after a successful attack to determine how much damage it deals.
- Roll, Initiative (INIT)
- A roll (d20 + bonus) made at the beginning of combat to determine the sequence in which combatants act.
- Roll, Save
- A roll (d20 + bonus) made to resist an effect. There are three types: fortitude, reflex, and will.
- Roll, Skill
- A roll (d20 + bonus) made for a skill. The target number is based on the difficulty of the task.
- Skills
- The universal formula for all skill checks is d20 + Stat Modifier + Proficiency Modifier + Bonuses.
- Soak
- This number is deducted from incoming damage a creature sustains. Soak only applies to certain types of damage.
- Speed
- The number of feet a creature can move every six seconds (one round) at normal speed.
- Spell
- The act of summoning and manipulating cosmic energies to create a supernatural effect.
- Statistics
- Might, Agility, Endurance, Intellect, Spirit, and Charisma.
- Statblock
- A condensed block of vital combat statistics for quick reference in battle.
- Toolset
- A set of tools used by a specific profession. Most adventuring toolsets are kept together in a case or roll of some sort, and they collectively allow a character to practice a trained profession.
Roles
Larger groups share four officer roles. See Party Organization for each role's full duties and the signs that one is needed.
- Caller
- Gathers consensus and speaks for the party to the Narrator.
- Treasurer
- Tracks party loot, gear, storage, and shared expenses.
- Chronicler
- Keeps session notes, NPCs, clues, and open goals.
- Marshal
- Leads tactical discussion in combat without deciding for others.
Protocols & Cohesion
Players don’t have to reiterate routine actions. They can build a list of protocols for exploration mode (first into a room, checking for traps, searching for loot, scanning for magic, seeking ambushes, etc.). Once written, they remain in effect until changed. The Narrator will call for rolls or make private rolls as necessary.
Characters are in cohesion while following the leader and adhering to written protocols. If asked what their character is doing, it’s fine for a player to say they’re remaining in cohesion. Not every player must declare special actions all the time to participate.
Quick reference for the table. See the full Etiquette chapter for broader guidance.
- Attention
- Know what’s happening. Don’t tune out on your cell phone.
- Contribution
- Have an opinion. Participate in party discussions. Don’t be toxic.
- Gestures
- Do small kindnesses for other players and characters. Build rapport.
- Sharing
- Don’t hog the spotlight. Validate other players and their characters.
- Knowledge
- Know all the rules pertaining to your character really well.