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Old 07-14-2018, 09:17 PM   #1
Steve Jackson
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Join Date: Jul 2004
Default Glossary

As well as an index and ToC, I should probably include a glossary to help learn the game. What's missing from this list?

Glossary and Definitions

adjDX – Adjusted Dexterity. A figure’s effective DX when taking into account armor and sometimes other conditions.
Adversary – A player who controls the GM’s characters in combat.
Attribute – One of the three basic numbers that describes a character: Strength, Dexterity, and Intelligence.
Critical success or failure – An exceptionally good or bad die roll, which can lead to special results.
d – An abbreviation for a six-sided die. “2d” means two dice. “2d+1” means to roll two six-siders and add one to the total.
DX – Dexterity, which represents both speed and coordination.
Figure – A PC, NPC, or monster.
GM – The Game Master, who runs the game and acts as referee.
Hex – A hexagonal space on the gameboard, four feet across.
Hit – A point of damage. Characters can take hits equal to their ST before falling unconscious.
IQ – Intelligence, which represents both “brains” and overall experience and training.
MA – Movement allowance. The number of hexes a figure can move on the game board in one combat turn, if they do nothing else.
Melee attack – An attack with a hand weapon or with bare hands, as distinguished from magical or missile attacks.
NPC – Non-player character. A figure controlled by the GM.
PC – Player character. A figure controlled by one of the players.
Saving roll – A roll made (usually) by a character to attempt to avoid some bad event.
ST – Strength, which represents both “muscle” and the character’s ability to take damage.
Stat – An attribute.
Talent – A mundane ability, bought with character points, that gives a bonus in play.
XP – Experience points. The GM’s reward to the players for good play. Experience points can be traded in for improvements to the characters.
$ - A silver piece. Ten coppers are worth a silver; ten silvers are worth a gold.
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Old 07-14-2018, 09:32 PM   #2
JLV
 
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Default Re: Glossary

How about:

Initiative
Action(s)
Retreats

All of the above terms appear in the "Turn Sequencing and Options" section of the rules and thus might profitably be defined early in the game.

Similarly, the term "Spells," the various TYPES of Spells (thrown, etc), and possibly the term "Mana" (if you're going to use that to describe the energy put into a Spell) might be usefully defined.

Finally, the term "Facing" might be useful in your glossary as well, since it's fairly key to...well...everything! ;-)
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Old 07-15-2018, 01:32 AM   #3
Skarg
 
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Default Re: Glossary

Action Phase - ...
Aimed Shots - an optional rule where figures can target body parts
Crippling Hit - an optional rule where some attacks can have special effects
Engaged / Engagement - ...
Hit - can also be when someone gets hit rather than missed by an attack.
HTH - hand-to-hand combat, when hostile figures are fighting in the same hex
Jab - ...
Megahex - ...
Movement Phase - ...
Option - ...
Shift - moving one hex...
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Old 07-15-2018, 03:26 AM   #4
ak_aramis
 
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Default Re: Glossary

a Comment on the coinage - a gold coin and a silver coin, by weight, a 10:1 implies debased gold - about 10 kt. (24 kt was worth about 20:1 in late medieval and renaissance.)

Copper value vs silver was more like 70:1... varying between 50:1 and 100:1 by place and time. The "copper piece" would need to be 5-10x the mass of a $ to be worth $0.1

Coinsilver (similar to Sterling, but with a bit more copper) is about 10.3 g/cc
Coingold typically was about 18 g/cc
Copper is about 8.3 g/cc.
Copper coin is usually a bit of an alloy - some tin, some antimony. Not uncommonly, silver, as well, for the value.

Your $10 gp is about 0.57 the volume, so about 75% the diameter of the $.
To be pure copper, the CP would need to be (nominally) 7x1.25 the mass, and about 3x the diameter.

Or, be about the same size, 1.2x the mass, but include 0.09 of a silver coin's mass in silver, and be about 1.1x the diameter.

Assuming, of course, similar thicknesses (which was rather common).

More realistic would be a silver-bronze, rather than copper, at $0.1, with copper at 0.01... or to mention the CP is silvered copper at 9% silver.
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Old 07-15-2018, 11:35 AM   #5
Steve Jackson
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Default Re: Glossary

ask_aramis - Want to write an article explaining that that is how it would work if the metals on Cidri have the same general availability that they do on Earth?

My opinion is that silver would be advantaged over gold because silver has more uses than gold in a pre-industrial economy - especially a magic-using one.
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Old 07-15-2018, 11:38 AM   #6
Steve Jackson
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Join Date: Jul 2004
Default Re: Glossary

Thanks for the glossary notes. Going to work on that now.

If anybody wants to talk further about coinage, please open a new thread. I do want to keep the 10:1 ratios for ease of play, making any assumptions that are necessary. (Be glad I removed the discussion of large coins like silver dollars vs. small ones like dimes.)
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Old 07-15-2018, 03:37 PM   #7
Wayne
 
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Default Re: Glossary

Quote:
Originally Posted by Steve Jackson View Post
I do want to keep the 10:1 ratios for ease of play
No doubt the same logic is behind dropping metric. ;)
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Old 07-15-2018, 04:31 PM   #8
JLV
 
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Default Re: Glossary

Oh, two more that seem to be a problem for some folks:

Engaged
Disengaged
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Old 07-15-2018, 05:13 PM   #9
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Default Re: Glossary

- defend
- difficult terrain
- dodge
- initiative
- surprise (ambush)
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Old 07-15-2018, 05:18 PM   #10
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Default Re: Glossary

(new thread started)

Last edited by Steve Jackson; 07-15-2018 at 07:24 PM. Reason: I don't seem to be able to delete completely.
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