## FULL SPECIFICATION
# TACTICAL DICE GAME SYSTEM (TDGS) - GLOSSARY
# Title: Canonical Term Definitions
# Version: 1.0
# Status: Living Document
# Purpose: AI-readable glossary of all TDGS terminology
# Target: Language models, AI assistants, game designers, developers
# License: MIT
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OVERVIEW
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This glossary contains canonical definitions for all TDGS terms.
When a term appears in any TDGS document, this is its authoritative definition.
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REQUIREMENT LEVELS (RFC 2119)
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Term | Meaning
--------------|----------------------------------------------------------
SHALL / MUST | Required. Non-negotiable. The engine requires this.
SHOULD | Recommended. Best practice. May be omitted with good reason.
MAY | Optional. Permitted but not expected.
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CORE CONCEPTS
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Action
Any discrete thing an entity does that requires resolution.
Categorized by Action Type. Modified by Timing.
See: Document 5
Action Type
Category of an action determining which stats resolve it.
Core types: Physical, Mental, Magical
See: Document 5
Magnitude
How much happens when an action succeeds.
Includes: damage, duration, area, quantity
CONSTRAINT: Always separate from Resolution
CONSTRAINT: Luck NEVER affects Magnitude
See: Documents 1, 4
Resolution
Whether an action succeeds or fails.
Formula: d20 + (Your Stat - Their Stat) + Modifiers >= 11
Luck affects Resolution
See: Document 3
Round
One full cycle where all entities act.
Contains: Instant Phase -> Action Phase
See: Document 6
Scene
Continuous sequence of Rounds during active conflict.
Resets: Armor durability, some effects
Ends: death, escape, surrender
See: Document 6
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ATTRIBUTES (Scale 0-100 unless noted)
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STR (Strength) Raw physical force. Melee, grappling, feats of strength.
DEX (Dexterity) Precision and coordination. Ranged, stealth, fine manipulation.
REF (Reflex) Reaction time. Initiative order. Dodging, responding to threats.
CON (Constitution) Endurance and pain tolerance. Poison resist, HP calculation.
MOV (Movement) Speed of locomotion. Chasing, fleeing, racing.
INT (Intelligence) Reasoning and learning. Arcane magic, knowledge.
WIS (Wisdom) Judgment and awareness. Divine magic, perception.
CHA (Charisma) Presence and influence. Persuasion, intimidation.
LUK (Luck) Scale: -10 to +10. Abnormal probability relationship.
Sets floors (positive) or ceilings (negative) on success.
See: Document 4
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ABILITIES
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Ability
Learned or innate capability modifying/enabling actions.
Base class for: Skills, Spells, Traits
See: Document 7
Skill
Trained Ability with levels (1-8).
Granted by Classes. Improves with use.
Formula: bonus = floor(level / 2)
See: Document 7
Spell
Magical Ability. No levels (fixed power).
Uses: Arcane (INT) or Divine (WIS)
Almost always has cooldowns.
See: Document 7
Trait
Innate Ability without levels. Binary (have or don't).
Granted by: race, creature type, transformation
Examples: Darkvision, Venom Bite, Flight
See: Documents 7, 11
Tier
Inherent power level of Skill or Spell.
Higher tiers unlock new capabilities.
Range: Tier 1 (basic) to Tier 5+ (legendary)
See: Document 7
Cooldown
Limiter on Ability usage frequency.
Types: None, Round, Scene, Day
See: Document 7
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TIMING
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Action (Timing)
Default timing. Action Phase in initiative order.
1 per turn. Use or lose.
See: Document 6
Instant
Pre-emptive timing. Instant Phase at round start.
Ordered by Instant's own REF stat.
See: Document 6
Interrupt
Reactive timing. Responds to another entity's action.
Requires skills/abilities. No free interrupts.
See: Document 6
Concentration
Mental focus required for certain ongoing effects.
Breaking: d20 + (CON - Damage Taken) >= 11
Failure: Effect ends immediately
Limit: One concentration at a time (default)
See: Document 5
Initiative
Order in which entities act.
Tiebreakers: REF -> LUK -> d2
NOT rolled.
See: Document 6
Step
Free movement to adjacent position.
Once per turn. Does not cost action.
Does not trigger opportunity attacks.
See: Document 14
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RESOLUTION TERMS
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Delta
Difference between attacking and defending stat.
Formula: Delta = Your Stat - Their Stat
See: Document 3
Threshold
Number that must be met or exceeded.
Standard: 11
See: Document 3
Natural 1
Rolling 1 on d20 before modifiers.
ALWAYS fails regardless of math.
Triggers critical failure check.
See: Document 1
Natural 20
Rolling 20 on d20 before modifiers.
ALWAYS succeeds regardless of math.
Triggers critical success check.
See: Document 1
Critical Success
Natural 20 result.
d4 magnitude: 1=normal, 2=minor+, 3=notable+, 4=major+
See: Document 3
Virtual Stat
GM-assigned stat for difficulty when no defender.
Example: Master lock = Virtual DEX 15
See: Document 5
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LUCK TERMS
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Luck Floor
For positive LUK: minimum success rate guaranteed.
LUK +5 = at least 75% success
See: Document 4
Luck Ceiling
For negative LUK: maximum success rate possible.
LUK -5 = at most 25% success
See: Document 4
Play Range
LUK -2 to +2. Normal gameplay range.
Nudges outcomes without dominating.
See: Document 4
Narrative Range
|LUK| >= 3. Reserved for NPCs/special circumstances.
Dramatically affects every scene.
See: Document 4
Triple 20 / Triple 1
Three consecutive natural 20s (or 1s).
Changes LUK by 1. Probability: 1/8,000
See: Document 4
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COMBAT TERMS
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Absorption
Damage reduction before applying to health pools.
Two models (see Doc 8: Combat):
- Deflection: Flat reduction per hit
- Ablative: Armor has own health pool, depletes first
Content chooses model. Both are valid absorption implementations.
HP (Hit Points)
Total sustainable damage before death.
Formula: Apparent CON × 5
Does NOT scale with level.
See: Document 8
Apparent Stat
Effective stat value after all bonuses.
= Base Stat + items + skills + effects + narrative
See: Document 8
Knockout
Unconscious from damage.
Occurs at: HP = 5% of max (rounded down)
Gains Unconscious condition.
See: Document 8
Ablative Armor
Armor with damage pool. Absorbs until depleted.
Absorbs BEFORE deflection. No cap.
See: Document 8
Deflection Armor
Reduces incoming damage by percentage.
Capped at 75% (always take at least 25%).
Applies AFTER ablative.
See: Document 8
Minimum Damage
Every successful hit deals at least 1 damage.
Regardless of armor.
See: Document 8
Condition
Temporary state affecting entity.
Types: Buff (positive), Debuff (negative)
See: Document 8
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ENTITY TERMS
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Entity
Anything that can take a turn.
Test: Can it take a turn? Yes = Entity.
See: Document 9
Race
What an entity IS.
Provides: Traits, natural weapons/armor, stat ranges, Size
See: Document 11
Class
What an entity has TRAINED to be.
Provides: Skills, Spells
Can have: none, one, or multiple
See: Document 10
Natural Weapon
Trait allowing attack.
Cannot combine with held weapon.
See: Document 11
Power Tier
Overall capability measure.
Formula: sum of 8 base stats / 8 (LUK excluded)
See: Document 9
Size
Physical scale of entity.
Categories: Tiny, Small, Medium, Large, Huge, Gargantuan
Affects: space, reach, grappling, forced movement, carrying, squeezing
See: Document 9
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PROGRESSION TERMS
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XP (Experience Points)
Progression currency.
Sources: combat, milestones, GM awards, successful actions
See: Document 12
Level
Experience measure within a Class.
Range: 1-100
Does NOT directly increase stats.
See: Document 12
Difficulty Spectrum
Scale: 10 numbered tiers (1-10) + Mythic
Tier 1-3: Low (routine)
Tier 4-6: Medium (standard adventuring)
Tier 7-9: High (dangerous)
Tier 10: Extreme (near-impossible)
Mythic: Beyond scale (godlike, world-shaping)
NOTE: Mythic is NOT "Tier 11"—transcends normal measurement
See Doc 12: Progression for XP values
Legend Wall
Steep XP increase: Master (400/level) -> Legend (1,500/level)
Most characters never cross it.
See: Document 12
Soft Cap
Limit via escalating cost, not hard rule.
Stats have no maximum; cost acts as natural limit.
See: Document 12
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MOVEMENT TERMS
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Range Band
Abstract distance: Adjacent (0-1), Near (2-4), Far (5-10), Distant (11+)
See: Document 14
Difficult Terrain
Costs extra movement. Half MOV (round down).
See: Document 14
Cover
Protection from ranged attacks.
Partial (+2 REF), Half (+4 REF), Full (untargetable)
See: Document 14
Opportunity Attack
Free melee attack when enemy leaves adjacent.
Avoided by: Step, Disengage
See: Document 14
Flanking
Two allies on opposite sides of enemy.
Both adjacent. Grants +2 to hit.
See: Document 14
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EQUIPMENT & MEASUREMENT TERMS
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Slot
Location on entity where equipment can be worn/wielded.
Races define available slots.
Items define required slots.
See: Document 15
Equipped
Item in a slot, actively worn or wielded.
Grants mechanical benefits (stats, absorption, damage).
Contrast: Carried
See: Document 15
Carried
Item in inventory, not slotted.
No mechanical benefit until equipped.
Counts toward weight, not slot limits.
Contrast: Equipped
See: Document 15
Encumbered
State when carried weight > carrying capacity.
Cannot take Move action.
See: Document 15
Weight Unit (WU)
Abstract unit of weight.
Content defines scale (1 WU = 1 pound, 0.5 kg, etc.).
Engine calculates in WU, agnostic to measurement systems.
See: Document 15
Square
Abstract unit of distance.
Content defines scale (1 square = 5 feet, 1.5 meters, etc.).
Engine calculates in squares, agnostic to measurement systems.
See: Document 14
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CHARACTER CREATION TERMS
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Delta Method
Stat generation: 4d6 drop lowest.
Delta = Roll - 12
Final = Racial Average + Delta (capped to range)
See: Document 13
Base Pool
Point buy: sum of racial stat averages.
Must spend within racial ranges.
See: Document 13
Heroic Pool
Bonus points (2d6 drop lowest).
CAN exceed racial ranges.
See: Document 13
Soft Minimum
Recommended stat for class. Not enforced.
System allows bad decisions.
See: Documents 10, 13
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DOCUMENT REFERENCES
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Category Primary Document
-------- ----------------
Dice & Uncertainty Document 1 /docs/tdgs/dice
Core Attributes Document 2 /docs/tdgs/stats
Resolution Mechanics Document 3 /docs/tdgs/resolution
Luck Document 4 /docs/tdgs/luck
Action Taxonomy Document 5 /docs/tdgs/actions
Action Economy Document 6 /docs/tdgs/actioneconomy
Abilities Document 7 /docs/tdgs/abilities
Combat Document 8 /docs/tdgs/combat
Entities Document 9 /docs/tdgs/entities
Classes Document 10 /docs/tdgs/classes
Races Document 11 /docs/tdgs/races
Progression Document 12 /docs/tdgs/progression
Character Creation Document 13 /docs/tdgs/charactercreation
Movement & Positioning Document 14 /docs/tdgs/movement
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IMPLEMENTATION GUIDANCE FOR AI SYSTEMS
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When parsing TDGS terminology:
1. Use this glossary as the authoritative source
2. Cross-reference Document numbers for full context
3. Note CONSTRAINT markers for inviolable rules
4. Formulas are canonical - implement exactly as shown
When generating TDGS content:
1. Verify term usage matches glossary definitions
2. Maintain separation between Resolution and Magnitude
3. Apply Luck rules correctly (affects Resolution only)
4. Reference appropriate documents for detailed mechanics
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CANONICAL URLS
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Human-readable: https://tacticaldice.com/docs/tdgs/glossary
AI-optimized: https://tacticaldice.com/docs/tdgs/glossaryforai
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END OF GLOSSARY
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