Terminology: Difference between revisions

352 bytes added ,  00:36, 21 June 2022
→‎Dram: rewording
(Oboroqoru is the size of a small hill at minimum based on his description and Chrome Pyramids incorporate a device that folds space-time.)
(→‎Dram: rewording)
 
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== Save ==
{{tocright}}
= Save =
{{Main|Save}}
{{Main|Save}}
A save is a term derived from "saving throw", a term originating from tabletop role playing games as a defensive check to see if a player will take or avoid a harmful effect. Saves are usually referred to in the context "a ([[Attributes|attribute]]) save of difficulty (number)".
A save is a term derived from "saving throw", a term originating from tabletop role playing games as a defensive check to see if a player will take or avoid a harmful effect. Saves are usually referred to in the context "a ([[Attributes|attribute]]) save of difficulty (number)".


By default, this is a {{dice tooltip|1d20}} roll that has the attribute's [[modifier]] added to the result. If this is greater than the difficulty specified, the "save" is successful and the attempted effect to apply will be ignored.
By default, this is a {{dice tooltip|1d20}} roll that has the attribute's [[modifier]] added to the result. If this is greater than the difficulty specified, the "save" is successful and the attempted effect to apply will be ignored.
== Tier ==
 
= Tier =
In general, a tier represents the minimum level or a strength indicator of something. The tiers range from 1 to 8. Each tier is about 5 levels. Tier 1 is levels 1-4, tier 2 is 5-9, etc. This is for creatures, items, and terrain.
In general, a tier represents the minimum level or a strength indicator of something. The tiers range from 1 to 8. Each tier is about 5 levels. Tier 1 is levels 1-4, tier 2 is 5-9, etc. This is for creatures, items, and terrain.


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Tier as such is fundamentally game-mechanical, primarily representing a design evaluation of roughly where something should be encountered in terms of player progression and/or exposure to danger.
Tier as such is fundamentally game-mechanical, primarily representing a design evaluation of roughly where something should be encountered in terms of player progression and/or exposure to danger.


A related concept that is sometimes tied together with tier and sometimes not is tech tier, which represents the degree of technological sophistication required to create an item from scratch. The general idea of the tech tiers looks like:
A related concept, tied in with zone tier, is tech tier. Tech tier roughly represents the degree of technological sophistication required to create an item from scratch. The general idea of the tech tiers looks like:
{| class="wikitable"
{| class="wikitable"
|+
|+
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!Examples
!Examples
|-
|-
|1
|0-1
|Early-to-mid ancient world technology. Wood, ceramics, natural fiber fabrics, bronze, iron, etc.
|Early-to-mid ancient world technology. Wood, ceramics, natural fiber fabrics, bronze, iron, etc.
|Wood table, clay pitcher, water wheel
|{{favilink|folding cot}}, {{favilink|clay pitcher}}, {{favilink|boar-skin gloves}}, {{favilink|Bronze two-handed sword}}.
|-
|-
|2-3
|2-3
|Late ancient world, medieval, early modern, and basic contemporary tech. Steel, steam power, gunpowder, gears, pendula.
|Late ancient world, medieval, early modern, and basic contemporary tech. Steel, steam power, gunpowder, gears, pendula.
|Metal lockbox, Barathrum clock, windmill
|{{favilink|iron maiden}}, {{favilink|Barathrum clock}}, {{favilink|chrome revolver}}, {{favilink|chain coif}}.
|-
|-
|4-5
|4-5
|More sophisticated contemporary tech and near-future tech clearly inside our horizon of imagination. Folded carbide, efficient turbines, aerolizers, rocket power, circuits, vacuum tubes.
|More sophisticated contemporary tech and near-future tech clearly inside our horizon of imagination. Folded carbide, efficient turbines, aerolizers, rocket power, circuits, vacuum tubes.
|Wind turbine, simple moisture farm, radio, laser cutter, hydroponic plant, cryogenic pump
|{{favilink|solar power station}}, {{favilink|flamethrower}}, {{favilink|recycling suit}}, {{favilink|laser pistol}}.
|-
|-
|6-7
|6-7
|Far-future tech, well in the domain of sci-fi. Still inside the horizon of our imagination but pushing toward it. Cloning, ubiquitous phase technology, crysteel, minor spacefolding/light-skipping.
|Far-future tech, well in the domain of sci-fi. Still inside the horizon of our imagination but pushing toward it. Cloning, ubiquitous phase technology, crysteel, minor spacefolding/light-skipping.
|Hypertractor, nanoweave quilt, powered exoskeleton, Spray-a-Brain
|{{favilink|Hypertractor}}, {{favilink|nanoweave vest}}, {{favilink|Spray-a-Brain}}, {{favilink|powered exoskeleton}}.
|-
|-
|8
|8
|FAR future, science-fantasy, metaphysical tech. Spacetime folding, quantum manipulation, advanced metamaterials, highly efficient energy weapons, antimatter manipulation.
|FAR future, science-fantasy, metaphysical tech. Spacetime folding, quantum manipulation, advanced metamaterials, highly efficient energy weapons, antimatter manipulation.
|Schrodinger pages, unentropic lattice, orbit syphon
|{{favilink|zetachrome pumps}}, {{favilink|antimatter cell}}, {{favilink|timecube}}, {{favilink|grav chair}}.
|}
|}


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== Liquid ==
== Liquid ==
===Dram===
===Dram===
A dram (plural drams), written in game as a yellow {{qud char|&W|$}} or a cyan {{qud char|&C|$}} is one unit of liquid volume. The liquid capacity of all containers is measured in drams. At the same time, drams is also used as the unit of currency, where one dram of fresh [[water]] is the base unit of all transactions.  
A dram (plural drams), written in game as a yellow {{qud char|&W|$}} or cyan {{qud char|&C|$}}, is one unit of liquid volume. The liquid capacity of all containers is measured in drams. Drams of {{favilink|water|fresh water}} are also used as the base unit of currency throughout Qud.
 
==== Relation to [[#Pound/Hash|Pounds]] ====
For most liquids, 1 dram of liquid weighs 0.25{{pounds}}. The weight system truncates any decimal points, so 7{{qud char|&C|$}} of a typical liquid will weigh 1{{pounds}} in your inventory.


==== Relation to other units ====
Liquids of differing density are:
For most liquids, 1 dram of liquid weighs 0.25 [[#Pound/Hash|pounds]]. The weight system truncates any decimal points, so 7 drams of such a liquid will weigh 1 pound in your inventory. Liquids of differing density are:
{| class="wikitable"
{| class="wikitable"
|+
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!Pounds per dram
!Pounds per dram
|-
|-
|Honey
|{{favilink|Honey}}
|0.5
|0.5
|-
|-
|Lava
|{{favilink|Lava}}
|0.5
|0.5
|-
|-
|Neutron Flux
|{{favilink|Neutron Flux}}
|2.5
|2.5
|-
|-
|Sap
|{{favilink|Sap}}
|0.5
|0.5
|-
|-
|Tar
|{{favilink|Asphalt}}
|0.5
|0.5
|-
|-
|Wax
|{{favilink|Molten wax}}
|0.5
|0.5
|}
|}
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== Distance ==
== Distance ==
{{Main|World Map#General Navigation}}
{{Main|World map#General Navigation}}
=== Parasang ===
=== Parasang ===
A parasang is one tile on the world map. These are comprised of 3x3 zones of 80x25 cells, for a total of 18,000(240x75) cells. Because a parasang is not a perfect square, the length of a parasang differs depending on the axis that it is measured. This disparity is not calculated in game, however. Moving in any direction will cost the same movement cost.
A parasang is one tile on the world map. These are comprised of 3x3 zones of 80x25 cells, for a total of 18,000(240x75) cells. Because a parasang is not a perfect square, the length of a parasang differs depending on the axis that it is measured. This disparity is not calculated in game, however. Moving in any direction will cost the same movement cost.
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