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How To Play

The rhythm of play at the table, the Storyteller's method for social encounters, and the shared vocabulary of the Grayscale d20 system.

Gameplay LoopStoryteller MethodLexiconAbbreviations

Gameplay Loop

Every roleplaying game takes the form of a conversation between the Game Master and the players. The GM describes the scene and outlines the environment, while the players declare their characters' actions. The GM then calls for dice rolls as needed, determines the outcome, and describes the results.

This core gameplay loop follows four distinct phases:

  1. 01
    Introduction.

    The Game Master describes the current situation, environment, and immediate context. Players listen without interrupting until the GM finishes setting the scene.

  2. 02
    Participation.

    The players discuss their options and declare their actions. If discussion becomes chaotic or unfocused, the party may elect a Caller to summarize and confirm the group’s decisions to the GM.

  3. 03
    Resolution.

    The Game Master determines the outcome of the declared actions, calling for dice rolls when necessary, and describes the consequences to the party.

  4. 04
    Continuity.

    If the situation changes significantly—or a new scene begins—the loop starts again. The GM tracks the passage of time and notes how the players’ choices alter the world going forward.

The Storyteller's Method

  1. 01
    Establish the ask.

    The Storyteller must first establish exactly what the players are trying to persuade their target(s) to do.

  2. 02
    Sensible asks need no roll.

    No social roll is required if the argument is sensible and benefits the target without serious risk.

  3. 03
    Risky or unnecessary asks require a roll.

    If the argument requires risk or sacrifice on the target’s part and is unnecessary, a roll must be made regardless of how well-spoken the players are.

  4. 04
    Some asks cannot be rolled at all.

    A roll cannot be made unless the Storyteller believes the argument has a logical chance of success. If the request is ridiculous or the consequences are too severe, do not allow a roll — regardless of how persuasive the characters are.

  5. 05
    Use gradients of success.

    Even when a social roll was not high enough to justify what the players wanted, a respectable roll may result in a lesser form of support or compliance instead.

Lexicon

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 d20’s and take the higher roll (advantage) or the lower roll (disadvantage).
Alertness
The # 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.
Arete
PROF + Magic Stat Modifier + Bonuses. This bonus reflects a character’s metaphysical skill and finesse.
Character
An avatar controlled by one of the players at the table. A group of characters is a party.
Defense
The # 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.
Graduating Dice (GD)
This dice depends on the character’s proficiency modifier; +2 [d6], +3 [d8], +4 [d10], +5 and up [d12].
Health
The amount of damage a creature can sustain before it is incapacitated or killed.
Hit Dice (HD)
The # of dice used to calculate health. Characters have a # of hit dice equal to their level.
Incapacitated
When a creature hits 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 # 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 stat #. 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 # is deducted from a target’s soak when damage is dealt.
Player
One of the humans sitting around the table playing the game. Each player controls a character.
Roll, Arete
A roll used to represent a creature’s magical skill and potency. The formula for calculating arete is: proficiency modifier + spellcasting stat modifier + any miscellaneous bonuses.
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 character skills is proficiency modifier + stat modifier + any miscellaneous bonuses for equipment or class abilities.
Soak
This # is deducted from incoming damage a creature sustains. Soak only applies to certain types of damage.
Speed
The # 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.

Abbreviations

HPHealth PointsLGLawful Good
DEFDefenseCGChaotic Good
XPExperience PointsNGNeutral Good
GDGraduating DiceLNLawful Neutral
PROFProficiency ModifierNNeutral
PCPlayer CharacterCNChaotic Neutral
NPCNon-Player CharacterLELawful Evil
FORTFortitude SaveCEChaotic Evil
REFReflex SaveNENeutral Evil
WILLWill SaveDCDifficulty Class
STATStatistic#Number