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	<title>GamesTopica.Net &#187; game vocab</title>
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		<title>Vocabs for RPG</title>
		<link>http://www.gamestopica.net/2009/01/vocabs-for-rpg/</link>
		<comments>http://www.gamestopica.net/2009/01/vocabs-for-rpg/#comments</comments>
		<pubDate>Tue, 27 Jan 2009 07:52:43 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Models and Vocabulary]]></category>
		<category><![CDATA[game vocab]]></category>

		<guid isPermaLink="false">http://gamestopica.net/?p=236</guid>
		<description><![CDATA[<p><strong>Skill/Stat Check: </strong>Apply a skill to a dice roll to determine outcome</p>
<p><strong>Mezzed (MMO?) / Dazed: </strong>Target is unable to act at all until attacked</p>
<p><strong>Stun: </strong>Target is unable to react at all till duration of stun is over.<br />
<span id="more-236"></span></p>
<p><strong>Root: </strong>Target is unable to move from position</p>
<p><strong>Grappled: </strong>Target is held down, unable to make physical actions, but can still speak and has presence of mind.</p>
<p><strong>Heal over Time (HoT): </strong>Healing over a period of time, as opposed to a sudden burst</p>
<p><strong>Damage over Time (DoT): </strong>Damage over a period of time, as opposed to a sudden burst. Example: posion</p>
<p><strong>Knock-down: </strong>Knocked down to the floor. Usually incur a penalty to actions</p>
<p><strong>Knock-back: </strong>Knocked away from current position, does not automatically implies a <em>knock-down</em></p>
<p><strong>Buff: </strong>Usually some sort of benefical state changes to the target</p>
<p><strong>Debuff: </strong>Usually some sort of negative state changes to the target</p>
<p><strong>Response: </strong>Able to activate an ability in response to an event (a critical hit, suffers a critical hit, on evading an enemy etc.)</p>
<p><strong>Burst/Nuke: </strong>Usually refers to a one-time huge amount of damage</p>
<p><strong>Area of Effect (AoE): </strong>Attack that affects a radius</p>
<p><strong>To-Hit: </strong>Related to skill-check, chance of hitting in combat</p>
<p><strong>Passive Defence: </strong>A To-Hit roll against a single value not modified by dice rolls (D&amp;D 3.5E, 4E)</p>
<p><strong>Active Defence: </strong>To Hit roll against a dice roll</p>
<p><strong>Save: </strong>Usually a condition to a debuff, roll a stat/skill vs. a target number or else the debuff will go off.</p>
<p><strong>Delayed Debuff: </strong>Debuff with a timer on it</p>
<p><strong>Tank: </strong>Front-line combatant who usually soak up damage and protects back row protectors.</p>
<p><strong>Skill Reuse Clause: </strong>Some skill, usually used to observe the surroundings or divinations, has a reuse clause. Example: Warlock&#8217;s Appraise skill gives the same results upon reuse on the same target for Dragon Warriors.</p>
<p><strong>Hero Points: </strong>A form of meta-game currency which allows player to gain out-of-game exceptions, such as extra turns, additional dice roll, introduce minor facts into the game (Action Points in D&amp;D Eberron, Fate Points in Fate, Fortune points in Warhammer FRPG)</p>
<p><strong>Taunt: </strong>Forces an opponent to attack the taunting character</p>
<p><strong>Condition: </strong>(First saw in Weapons of the God?) Imposes a condition on a character. If he obeys the condition, he may get a buff; disobedies, and he get a debuff.</p>
<p><strong>Meta-Game Currency: </strong>Ways in which GM and players can influence the plot and outcomes using some form of karma. Exceptional success on the GM&#8217;s side gives currency to the players; players may spend the currency as a form of Hero Points. Usually, there is a condition to give such currency to the GM, such as on a failure of the player. (See in Don&#8217;t Rest your Head)</p>
<p><strong>Crafting Skills/Abilities: </strong>Rules which allows players to create their own items. Usually, the items have capacity which outstrips the player&#8217;s own (D&amp;D, Dragon Warriors)</p>
<p><strong>Accumulation: </strong>Allow players to store certain form of currency to &#8216;charge-up&#8217; attacks or for abilities. Usually, there is a condition to accumulate the currency and using those abilities will drain the currency. Other variants include needing a number of one type of currency for an abilitiy as a prerequsite. (Iron Heroes, Champions and Rune Keepers in Lord of the Rings Online).</p>
<p><strong>Friendly Fire: </strong>Usually a AoE damage/debuff that does damage to allies and enemies irregardless.</p>
<p><strong>Cooldown (MMO?): </strong>A time restriction to certain abilities use; D&amp;D 3.5E has <em>x</em> numbers of uses per day, D&amp;D 4E has per-encounter, at-will and etc.</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p><strong>Skill/Stat Check: </strong>Apply a skill to a dice roll to determine outcome</p>
<p><strong>Mezzed (MMO?) / Dazed: </strong>Target is unable to act at all until attacked</p>
<p><strong>Stun: </strong>Target is unable to react at all till duration of stun is over.<br />
<span id="more-236"></span></p>
<p><strong>Root: </strong>Target is unable to move from position</p>
<p><strong>Grappled: </strong>Target is held down, unable to make physical actions, but can still speak and has presence of mind.</p>
<p><strong>Heal over Time (HoT): </strong>Healing over a period of time, as opposed to a sudden burst</p>
<p><strong>Damage over Time (DoT): </strong>Damage over a period of time, as opposed to a sudden burst. Example: posion</p>
<p><strong>Knock-down: </strong>Knocked down to the floor. Usually incur a penalty to actions</p>
<p><strong>Knock-back: </strong>Knocked away from current position, does not automatically implies a <em>knock-down</em></p>
<p><strong>Buff: </strong>Usually some sort of benefical state changes to the target</p>
<p><strong>Debuff: </strong>Usually some sort of negative state changes to the target</p>
<p><strong>Response: </strong>Able to activate an ability in response to an event (a critical hit, suffers a critical hit, on evading an enemy etc.)</p>
<p><strong>Burst/Nuke: </strong>Usually refers to a one-time huge amount of damage</p>
<p><strong>Area of Effect (AoE): </strong>Attack that affects a radius</p>
<p><strong>To-Hit: </strong>Related to skill-check, chance of hitting in combat</p>
<p><strong>Passive Defence: </strong>A To-Hit roll against a single value not modified by dice rolls (D&amp;D 3.5E, 4E)</p>
<p><strong>Active Defence: </strong>To Hit roll against a dice roll</p>
<p><strong>Save: </strong>Usually a condition to a debuff, roll a stat/skill vs. a target number or else the debuff will go off.</p>
<p><strong>Delayed Debuff: </strong>Debuff with a timer on it</p>
<p><strong>Tank: </strong>Front-line combatant who usually soak up damage and protects back row protectors.</p>
<p><strong>Skill Reuse Clause: </strong>Some skill, usually used to observe the surroundings or divinations, has a reuse clause. Example: Warlock&#8217;s Appraise skill gives the same results upon reuse on the same target for Dragon Warriors.</p>
<p><strong>Hero Points: </strong>A form of meta-game currency which allows player to gain out-of-game exceptions, such as extra turns, additional dice roll, introduce minor facts into the game (Action Points in D&amp;D Eberron, Fate Points in Fate, Fortune points in Warhammer FRPG)</p>
<p><strong>Taunt: </strong>Forces an opponent to attack the taunting character</p>
<p><strong>Condition: </strong>(First saw in Weapons of the God?) Imposes a condition on a character. If he obeys the condition, he may get a buff; disobedies, and he get a debuff.</p>
<p><strong>Meta-Game Currency: </strong>Ways in which GM and players can influence the plot and outcomes using some form of karma. Exceptional success on the GM&#8217;s side gives currency to the players; players may spend the currency as a form of Hero Points. Usually, there is a condition to give such currency to the GM, such as on a failure of the player. (See in Don&#8217;t Rest your Head)</p>
<p><strong>Crafting Skills/Abilities: </strong>Rules which allows players to create their own items. Usually, the items have capacity which outstrips the player&#8217;s own (D&amp;D, Dragon Warriors)</p>
<p><strong>Accumulation: </strong>Allow players to store certain form of currency to &#8216;charge-up&#8217; attacks or for abilities. Usually, there is a condition to accumulate the currency and using those abilities will drain the currency. Other variants include needing a number of one type of currency for an abilitiy as a prerequsite. (Iron Heroes, Champions and Rune Keepers in Lord of the Rings Online).</p>
<p><strong>Friendly Fire: </strong>Usually a AoE damage/debuff that does damage to allies and enemies irregardless.</p>
<p><strong>Cooldown (MMO?): </strong>A time restriction to certain abilities use; D&amp;D 3.5E has <em>x</em> numbers of uses per day, D&amp;D 4E has per-encounter, at-will and etc.</p>
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