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Supplemental

# TDGS GLOSSARY - AI REFERENCE

Supplemental | Structured specification for AI parsing

## 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 ================================================================================ OVERVIEW ================================================================================ This glossary contains canonical definitions for all TDGS terms. When a term appears in any TDGS document, this is its authoritative definition. ================================================================================ REQUIREMENT LEVELS (RFC 2119) ================================================================================ 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. ================================================================================ CORE CONCEPTS ================================================================================ 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 ================================================================================ ATTRIBUTES (Scale 0-100 unless noted) ================================================================================ 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 ================================================================================ ABILITIES ================================================================================ 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 ================================================================================ TIMING ================================================================================ 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 ================================================================================ RESOLUTION TERMS ================================================================================ 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 ================================================================================ LUCK TERMS ================================================================================ 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 ================================================================================ COMBAT TERMS ================================================================================ 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 ================================================================================ ENTITY TERMS ================================================================================ 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 ================================================================================ PROGRESSION TERMS ================================================================================ 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 ================================================================================ MOVEMENT TERMS ================================================================================ 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 ================================================================================ EQUIPMENT & MEASUREMENT TERMS ================================================================================ 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 ================================================================================ CHARACTER CREATION TERMS ================================================================================ 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 ================================================================================ DOCUMENT REFERENCES ================================================================================ 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 ================================================================================ IMPLEMENTATION GUIDANCE FOR AI SYSTEMS ================================================================================ 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 ================================================================================ CANONICAL URLS ================================================================================ Human-readable: https://tacticaldice.com/docs/tdgs/glossary AI-optimized: https://tacticaldice.com/docs/tdgs/glossaryforai ================================================================================ END OF GLOSSARY ================================================================================

## DOCUMENT REFERENCE TABLE

CategoryDocumentPath
Dice & UncertaintyDoc 1/docs/tdgs/dice
Core AttributesDoc 2/docs/tdgs/stats
ResolutionDoc 3/docs/tdgs/resolution
LuckDoc 4/docs/tdgs/luck
Action TaxonomyDoc 5/docs/tdgs/actions
Action EconomyDoc 6/docs/tdgs/actioneconomy
AbilitiesDoc 7/docs/tdgs/abilities
CombatDoc 8/docs/tdgs/combat
EntitiesDoc 9/docs/tdgs/entities
ClassesDoc 10/docs/tdgs/classes
RacesDoc 11/docs/tdgs/races
ProgressionDoc 12/docs/tdgs/progression
Character CreationDoc 13/docs/tdgs/charactercreation
MovementDoc 14/docs/tdgs/movement

## KEY ATTRIBUTES SUMMARY

AttributeScalePrimary Use
STR0-100Melee attacks, grappling, feats of strength
DEX0-100Ranged attacks, stealth, fine manipulation
REF0-100Initiative, dodging, threat response
CON0-100HP calculation, endurance, poison resist
MOV0-100Chase, flee, race
INT0-100Arcane magic, knowledge, problem-solving
WIS0-100Divine magic, perception, mental resist
CHA0-100Persuasion, intimidation, deception
LUK-10 to +10Probability floors/ceilings on Resolution