Micro #16
22 апреля 1999 |
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AD & D - Basic notions AD & D. The basis for the future (and even earlier) texts.
AD & D Basic concepts of AD & D. The base for further (And even earlier) texts. Ability (Ability) - any of the six characteristics that are simple definition of the player character: Strength (Strength), Agility (Dexterity), Health (Constitution), Intellect (Intelligence), Wisdom (Wisdom), and Charisma (Charisma). The ability of the player are given first game purchase of the numbers (from 1 to 18) for each ability. Checking the ability (Ability check) - deleting 1d20 and comparison with the corresponding value of the desired capacity (modifiers should be added or taken away from this shot). The result, which is equal to or less than the corresponding capacity of the hero shows that the action that attempted to execute a hero, failed. Example: to learn new spells have to 1d20 was less than or equal to the Intellect - 1. Assume Intelligence is 10, and thrown 8.Znachit hero has learned a new spell, because 8 <10 - 1 AC - abbreviation for the class of security (Armor Class) Trait (Alignment) - a factor determining the character, which reflects his basic attitude towards society and the forces Vselennoy.Vsego 9 main categories is determined by the ratio of the hero to the law / chaos and good / evil. Character of the hero is determined when a player creates a hero. Scope (Area of effect) - the region in which a magic spell or breath-weapon (beath weapon, such as breathing dragon) acts on any creature if it has not kicked a saving throw (Saving throw). Protection class (Armor Class) (abbreviation AC) - rating of the protective value of the type of armor (for the armor is meant to include shields, helmets, etc.), which may vary 10 (no protection at all) to 0 or even -10 (The best magic defense). The better AC, harder to hit a hero during the attack. Throw attack (Attack roll) - throws 1d20, to determine the hit of the hero or no. Throw bend bars / lift lattice (Bend bars / lift gates roll) - throws throw percentage, was to determine Does the success of the hero's attempt to bend the metal rods, bars or lift heavy to do something like that. The desired result - a function of force and it can be seen in Table 1. Bonus spell (Bonus spells) - additional spells at different levels, which Priest gets from the high Mudrosti.Pokazano in Table 5. Breath-weapon (Breath weapon) - the ability dragon or other creature to throw some kind of substance from the mouth just dyhnuv without a throw attack. Those who are in the area should throw a saving throw Cha - abbreviation Oboyan (Charisma) Chance of failure spells (Chance of spell failure) - percent chance that the spell Priest fails when it is his kidat.Osnovano on Wisdom and is shown in Table 5. Chance to understand the spell (Chance to know spell) - percent chance that a magician learn a new spell. Based on intelligence and it is shown in Table 4. Charisma (Charisma) (abbreviatura. Cha) - value of capacity, which is compelling personal magnetism and ability to lead Common (Common) - the language in which the characters of players talking to each other in AD & D. Other languages require the use of Slots skills. Con - an acronym for Health. Health (Constitution) (abbreviation Con) - The value of capacity, which represents the general physical The figures in the hero's endurance and health status. d - an abbreviation dice (dice or die). For example the throw, which is called 2d6, means that the player throws two hexagonal dice. d3 - because there is a triangular bone then throw d3 indicates that using d6, received 1 or 2 mean 1, we obtain 3 mean, or 4 2 and get 5 and 6, mean 3. d4 - four-sided dice. d6 - hex dice. d8 - octagonal dice. d10 - decahedral playing kost.Dve decahedral dice can be percentage bone. d12 - dvenadtsatigrannaya dice. d20 - dvadtsatigrannaya dice. d100 - can throw as stogrannuyu dice or two decahedral dice of different colors. Usually discarded as percentage bone. DMG - a reference to the Dungeon Master's Guide (Book DMA) Damage (Damage) - the effect of successful attack or other unsafe situations measured in HP (Hit Points). Humanoid (Demuhuman) - hero of the player who is not a man, but this cave chudovischem.Naprimer dwarf, elf, half-elf, Dwarf, Hobbit, etc. Dex - abbreviation Agility (Dexterity) Agility (Dexterity) (abbreviation Dex) - value represents the ability of a combination of speed, reflexes, coordination of hands and eyes, and the like. Dvuklassovy hero (Dual-class character) - A man who went to another class after raising a few urovney.Tolko people can be dvuklassovymi. Swag (Encumbrance) - weight in pounds that Hero is a lot he can soboy.Kak carry and how affects the weight on his motion depends on the strength and shown in Tables 47 and 48. Deposit is optional rule. Pulling power (Energy drain) - the ability to create, especially the undead, pulling energy in the form of class levels of the hero in addition to the normal loss of HP. Experience points (Experience points) (abbreviation XP) - Points received a hero (defined DMom) for passage prilyucheniya for do something that is very well suited to the nature and class character or resolving the main problem. Also given for for the victory and added dr.Punkty and provide an opportunity to enhance the hero in level. This is shown in Table 14 for the Warriors, Table 20 for the Wizards, Table 23 for the priests and Table 25 for vagrants. Sputnik (Follower) - creating not a player which runs on the player for the money, but initially looking at the player's reputation. Attack of the eye (Gaze attack) - the ability to creation, such as the basilisk, attack just met with a sight of the victim. Adherent (Henchmen) - creating not a player that runs on a player mainly because of loyalty to him and love priklyucheniyam.Chislo followers of the hero is based on the charm and it is shown in Table 6. DM and the player is partially controlled by followers. Mercenary (Hireling) - creating not a player which runs on a player just for the money. A mercenary is completely under control of DMA. Dice strikes (Hit dice) - Bone throwing a hero to determine HP haraktera.Pri picked up on the next level one or more new dices beats discarded in order to define a new the number of HP (old + new). For example a fighter has only decahedral bone punches (1d10) at level 1, but when he rises to the level 2, then throws the second d10, increasing the HP of the hero. Hit points (translated items strikes but I'm going to call HP) - the number represents: 1. What damage can a hero before the die is determined by the Playing bone punches. HP lost from wounds can be recovered rest and treatment. 2. What is the damage inflicted a special attack, defined arms, or the characteristics of a monster. Subtracted from HP (1) player. Infrazrenie (Infravision) - the ability to certain races or monsters seen in temnote.Infrazrenie basically works up to 60 feet in the dark (about 18 meters). Initiative (Initiative) - the right to attack first round of combat, always lower cast 10-sided dice. Innitsiativu to throw a surprise if obvious (eg turned the corner and suddenly saw the enemy, but he also did not expect this). Int - Intelligence abbreviation Intelligence (Intelligence) (abbreviation Int) - meaning the ability of representing memory, understanding and ability to learn hero. Italic (Italic type) - used primarily to identify spells and magichesie things. Level (Level) - any of several different game factors that determine: 1. class level - measurement of force hero start with a Level 1, as a novice adventurer, and increase your level with a set of experiences to the twentieth level or higher. With each new level hero receives new powers. 2. spell level - measurement of the force of magic spells. Hero, which uses magic can only use spells that will allow him to his level class. Sorcerer spells are divided into 9 levels (Table 21), spell priests are divided into 7 levels (Tabltsitsa 24). The basis of loyalty (Loyality Base) - Bonus added or deducted from the penalty spot opportunities that remain adherent to the you when you will come difficulties. Based on Charm geroya.Pokazano in Table 6. M - stands for the material component (Material component) Adjusting the magical protection (Magical defense adjustment) - a bonus is added or penalties deducted from spasitelnogo throw throwing against spells of attacking brain (eg seizure of mind). Based on Mudrosti.Pokazano in Table 5. Agility class (Maneuverability class) - to the rank of flying creatures on the ability to easily rotate in the air boe.Kazhdy class - with the highest level of guest A to E has the lowest rank of special statistical abilities in combat. Material component (Material component) (abbreviation M) - any particular thing to have in some cases for the performance of magical spells. Maximum pressure (Maximum press) - the maximum weight that the hero can rise above your head. This function displays all the forces and in Table 1. Total dump (Melee) - battle in which the heroes fight "touching". For example, they fighting with swords, claws or kulakami.Obschey dump is not a battle with shooting weapons and spells. Ranged (Missile combat) - fighting to allow use of guns, shooting ammunition (slang, crossbows) or things that can throw. Since this is not a fight "one on-one, the rules fight a little bit different from the conventional battlefield. Norma movement (Movement rate) - number used to calculate how far and how quickly the character can move beyond one round. Specific unit of this number corresponds to 10 yards in each round of outside (Caves, etc.), and in the walls - 10 feet for round. Example: If MR = 6, then in the desert will be 60 yards per round, while in a dungeon 60 feet per round. MR - an acronym for the norm of the movement (movement rate). Multiclassed Hero (Multi-class character) - not a person who rises in two or more classes at the same time sharing experience points between klassami.Lyudi can not be multiclassed heroes. Myth (Mythos) (plural mythoi) - the bulk of beliefs related to certain time or place, which includes a pantheon of gods. Neutrality (Neutrality) - a philosophical position or character trait, which situated between good and evil, law and chaos. The hero is not a player (Non-player character) - any hero DM'om controlled independently from the player. NPC - an abbreviation for the non-player character Toss to open the door (Open doors roll) - catches a 20-sided dice to determine whether there was an attempt is successful hero open the heavy, or a jammed door or perform indentichnoe zadanie.Brosok at where the hero's attempt is successful, are shown in Table 1. The opposing school (Opposition school) - School of magic, which is exactly the opposite, the selected specialist, a school that hinders the study of spells from this school, as shown in Table 22. PC - abbreviation for human players. Percent chance (Percentage (or percent) chance) - a number between 1 and 100 used for submission to the possibility that something proizoydet.Esli character is given per cent chance, then he or DM should throw percentage bone. Percentage bone (Percentile dice) - 100-sided or two 10-sided dice used to determine a percentage chisla.Esli used 2d10, then the bones should be different in color, that one represented the tens and the other one. Hero of the player (Player character) (abbreviated PC) - a hero in the role-playing game, which is under the control of the player. Saving (salvation) from the poison (Poison save) - bonus or penalty added to savingu against yada.Osnovan on Zdorove.Pokazano in Table 3. The main requirement (Prime requisite) - value of capacity, which is most important for this class geroya.Naprimer Power for a warrior. Skill (Proficiency) - learned a hero skill, which is not defined by its class, but which gives greater percentage the chance to perform a specific job type during the adventure. Military and nonmilitary Slots skills are added, when the hero rises urovne.Pokazano in Table 34. Using the skills of the game is not necessary. Test your skills (Proficiency check) - shot 20-sided dice to determine whether or not turned from hero to perform zadanie.K value throw dobovlyayutsya or subtracted modifiers are shown in Table 37.Poluchennoe value must be less than or equal than the capacity of the hero to successfully fulfilled the task. Rasa (Race) - kind of hero the player: the man elf, a dwarf (dwarf cave), a dwarf, half-elf or halflin (halfling). Rasa imposes some restrictions on the class PC. Rating shot (Rate of fire) (abbreviation ROF) - the number of how many times shooting or throw the weapons you can use per round. Adjustment reaction (Reaction adjustment) - A bonus is added or subtracted from a penalty throw the bones used to determine the success or failure of geroya.Regulirovka used in determining surprise (surprise) (shown in Table 2 as a function of agility) and the reaction other sentient beings in relation to the hero (shown in Table 6 as a function of Charm) Regeneration (Regeneration) - special the ability to heal faster than obychno.Osnovana at an extraordinary high Zdorove.Pokazano in Table 3. Resist (Resistance) - congenital ability to withstand attacks of living, such like magic. Such as gnomes are magical resistance is added bonus to their magic against savingam (Table 9). Resurrection-survival (Resurrection survival) - percent chance that the hero of a magical way to revive. Based on health, shown in Table 3. Back (Reversible) - a magic spell that can turn the "back" action (Spells, etc.) against an opponent you. ROF - abbreviation rating shot Round (Round) - used in the battle for denote the time interval of approximately is 1 minute, during which the hero can perform one basic operation. Ten rounds of combat correspond to move (turn). S - stands for body parts (somatic component) Saving (saving throw, Saving throw) - A measure of the ability to resist a hero (Escape from) a special type of attack, such as poisoning, paralysis, magic and breath-weapon. Success is always defined throw 1d20. Magic School (School of magic) - one of the nine different categories of magic, based on the type of use of magical energy. Wizards, which concentrate study of one school called experts. The school indicated in the description of the spell immediately after his name. The solid component (Somatic component) (Abbreviated S) - gestures that the magician has to do to accomplish a certain spell. Connected wizard can not cast spells requiring a physical component. Specialist (Specialist) - magician concentrates on the study of specific school magic, unlike the magician, who studies all the magic in the main. Immune to the spell (Spell immunity) - protection that have some heroes against illusions, or other specific zaklinaniy.Osnovano high intelligence (Table 4) or wisdom (see Table 5). Sphere of Influence (Sphere of influence) - any one of sixteen categories of spells clerics to whom the priests are the main access (it can eventually learn all of them) or a small access (it can only learn spells of lower level). matching sphere of influence is shown as the first inscription in the list of characteristics incantations of priests. Str - an abbreviation of force. Strength (Strength) (abbreviation Str) - meaning the ability of representing the hero's muscular strength, stamina and Supplies vitality. Throwing a Surprise (Surprise roll) - throw decahedral DM'om bones to determine initiative in the first round of battle, if the hero or the group suddenly faced with another. Lucky Surprise (1, 2 or 3) make impossible to roll initiative for the first round of battle. System Shock (System shock) - Interest chance that the hero survives a strong magical effects, such as calcification. Founded health and is shown in Table 3. THAC0 - acronym for "To Hit Armor Class 0 "(fall protection class 0). The number which the hero must throw to hit the target with AC 0. Throwing a strike (To-hit roll) - another name for a throw attack. Progress (Turn) - the time the game is approximately 10 minutes. Used to determine how long are the various magic spells. In the course of battle matches 10 rounds. Return to the grave (Turn undead) - magical ability cleric or paladin to destroy the undead, such as a skeleton or a vampire. V - the abbreviation oral components Oral component (Verbal component) - special words or sounds to be be uttered before throwing spells. Velocity weapons (Weapon speed) - modifier used in the battle to determine the the time required to return the weapons in the "home position" for the application of the following items impact. Wis - an abbreviation of wisdom. Wisdom (Wisdom) (abbreviation Wis) - value represents the ability of the union of intuition, common sense, common feeling and willpower. XP - abbreviation for experience points. Text translated Maxim Vishnevskiy.23.04.1999
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