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Chapter 1: Introduction
What you need to play
- The rules that you are reading right now. They cover how to make a character and the rules of play. A printed book is easiest to use.
- A Character sheet. An official character sheet is easiest to use, but any blank piece of paper will do. A couple pieces of scrap paper or an inexpensive note book are also useful.
- A pencil and an eraser. The "pen" in Pen and Paper is a bit of a misnomer; few things on your character sheet should be written permanently.
- A set of Dice. One set each is good, although a couple extra sets can be handy. Dice are explained below.
- A character figure. Your GM may use grid maps to help resolve combat scenarios. You will want some token to represent your figure, preferably one that fits inside a 1 inch square.
- A calculator can be helpful, but is not required. Any inexpensive calculator will do.
- A group of people to play with. 1 GM and four Players is ideal, although a couple more (or less) can usually be worked with.
- A place to play. A large table is ideal, since everyone has space to roll dice and a place to put their character sheet. Kitchen tables usually work well.
- A meeting time. Try to pick when everyone has a regular chunk of free time.
- Snacks. Not necessary, but food and drink can improve nearly everything.
- Related topic: see Chapter 9: Running the Game
Dice
Dice abbreviations are used throughout the rules and in game stats. The first number lists how many dice to roll, followed by "d", representing what type of dice to roll. An addition or subtraction sign may follow, which adds or subtracts a listed amount.
These are the six types of dice used: 4 sided (d4), 6 sided (d6), 8 sided (d8),
Examples:
- 1d20: Roll a single 20-sided die. (A result of 1-20)
- 2d8: Roll two 8-sided dice. (A result of 2-16)
- 3d6: Roll three 6 sided dice. (A result of 3-18)
- 2d4+2: Roll two 4-sided dice and then add 2. (A result of 4-10)
- 1d20-1: Roll a single 20-sided die and then subtract 1. (A result of 0-19)
- 1d6+1d8: Roll a single 6-sided die and a single 8-sided die. (A result of 2-14)
- d% (Percentile): Take 2d10, indicating which die will represent the 10’s place, and roll each. A result of 4 and 8 would mean 48%, double zero means 100%. If your character had a 35% chance of failure, a result of 36% or higher indicates success.
Tip: It is considered good etiquette to roll dice where everyone (or at least the GM) can see the results. It’s also best to leave your dice with your last result, until you need to roll something else.
The exception to this rule is the Game Master’s rolls. Some GM’s make lots of rolls behind a GM screen, and that’s okay. They run the game, which means they have legitimate reasons to make guarded rolls. See also: Rolling Dice, from the chapter on running the game.
General RPG Terms
(See also, Spellchrome Specific Terms)
Hit Points (HP): The way to determine how much damage a character can take before falling unconscious or dying. More Hit Points equates to being tougher and to the ability to withstand more damage.
Armour Class (AC): A measure of a character’s ability to dodge or deflect an attack. A higher AC is better than a low one.
Damage Reduction (DR): A form of protection, reducing the amount of damage taken by a character. Most empowered armour has DR.
Feats: Feats allow characters to perform actions that require specific talent or focussed training outside the realm of normal Skills.
Game Master (GM): The person who runs the adventure and decides on rules as needed. GMs try to make sure everyone is having fun, which includes providing a challenge that is not too easy (boring) but also not too difficult (frustrating).
Player Character (PC): Each player has a Player Character that they decide the actions for.
Level: A way of measuring how experienced and powerful a character is. The higher the level, the more powerful the character.
Experience Points (XP): Characters gain XP for completing goals and adventures. Once a character gains enough XP, they gain a new level
Gaining a new level: Each time a character gains a new level, they gain more Hit Points and often get a little better at using skills and casting magic. Certain levels give specific bonuses.
Attributes: A measure of physical and mental abilities. Explained under Step 5 of character creation.
Saving throws:
A roll made to partially avoid or resist a harmful effect.
There are 3 types of saving throws:
Base Attack Bonus: Separated into two different Stats - Ranged Base Attack Bonus and Melee Base Attack Bonus - each gets better as a character gains levels. A Base Attack Bonus may be ranked as Poor, Good or Best. See Step 6 under character creation.
Campaign: The sum of all of the adventures your character participates in; often defined by the long story arc created by the GM. An ongoing game throughout multiple sessions is a Campaign.
Difficultly Class (DC): A way of determining how difficult a task is. It helps set the target number a character must meet or exceed.
Check: When trying to meet or exceed a number determined by the rules or the GM, rolling a d20 and adding modifiers based on your character’s stats.
Natural 20: A roll resulting in a 20 on a d20 before any modifiers are added. Often an automatic success.
Natural 1: A roll resulting in a 1 on a d20 before any modifiers are added. Often an automatic failure.
Bonus: A positive number applied to a roll.
Penalty: A negative number applied to a roll.
Move action: An action that lets a character move a distance in combat or perform an action that requires a couple seconds, such as drawing a weapon or opening a door.
Attack action: An action that lets a character perform an attack with a weapon.
Weapon range: How far away a target can be without a ranged attack taking a penalization for distance.
Round: A six second period of time used for combat.
Types of Actions: Characters are able to take one move action and one standard action per round on their turn. See: Types of Actions (Chapter 8)
All combat terms: See: Combat Index (Chapter 8)
All Topics: See: Core Rulebook Index
Up Next: Spellchrome Specific Terms




