Glossary
Shared language for 5e
Working definitions so your table argues about choices, not vocabulary.
Tables forget basics: initiative clarity, spotlight balance, downtime hooks. Write the house call once.
- Advantage / Disadvantage
- Paired d20 rolls that replace many ad-hoc modifiers; track sources carefully so the table stays fair.
- Action economy
- What each creature can do on a turn—actions, bonus actions, reactions, and movement—and how encounters punish imbalance.
- Challenge Rating (CR)
- A relative difficulty signal, not a promise; terrain, numbers, and prep change the real threat.
- Concentration
- A single sustained magical effect that breaks on certain damage saves or when you cast another concentration spell.
- Short / Long Rest
- Recovery loops that shape adventure pacing; know which resources refresh when.
- Proficiency bonus
- Scales with level and applies to skills, saves, attacks, and tools you are trained in.
- Spell slots
- Limited castings per rest that define caster pacing more than the spell list alone.
- Legendary actions
- Boss tools that act between player turns so solo monsters stay threatening.
When you outline a session, write outcomes players can push toward, not a single railroad beat. For 5e, that usually means player-facing goals, one complication, and a calm exit.
Track concentration, spell slots, and travel like older tables tracked torches—those clocks decide tension.
Cite freelancers and tool makers when you share layouts. Credit is culture.
Related desks in this neighborhood
If you also dig older editions or adjacent fantasy stacks, peek at our sibling desks for AD&D-flavored prep, old-school frameworks, and open SRD reading lists.