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- | ====== 🎲 Gameplay | + | ====== 🎲 Gameplay |
- | **Furrian Dice**, simplified as Fia – Dice, is a simple free-formed tabletop | + | > **Current Iteration: |
+ | **Furrian Dice**, simplified as Fia – Dice, is a simple free-formed tabletop roleplaying game based on the world of Furria. The game is about storytelling in the world of Furria | ||
- | The game is dictated by the Field Master ('' | + | Although there is a lot to explain, we will try and simplify it for you. |
- | This part covers the process of the game. | + | {{INLINETOC}} |
- | <div info> | + | ===== 👤 Players ===== |
+ | Players | ||
- | {{INLINETOC}} | + | <div box> |
+ | * < | ||
- | ===== Flow of Gameplay ===== | + | They are also the ones who determine what is and is not allowed during |
- | Everything | + | |
- | ===== Task Resolution ===== | + | |
- | During the story being told, you may be prompted or asked to do a dice roll through your actions. This is called a **Task Resolution**. Task Resolutions determine you success in doing an action. | + | Each cast member creates and plays out a character and teams up with other cast members. |
- | For task resolutions, roll a number | + | As part of the cast, it is their role to make choices for their own character in the story.</ |
+ | </ | ||
+ | |||
+ | ===== 📚 Requirements ===== | ||
+ | As one of the cast, you only need the following: | ||
+ | <div box> | ||
+ | * At least 3-5 six-sided dice | ||
+ | * A character sheet (could be just paper or digital) | ||
+ | * A notebook or something to write down with to take notes (only for long campaigns) | ||
+ | </div> | ||
+ | |||
+ | ===== 🌀 Flow of Gameplay ===== | ||
+ | **Everything is led by the FM** as they dictate of their story. | ||
+ | As part of the cast, you are given a chance for your character to interact in the current situation of the story. | ||
+ | |||
+ | Since this is a roleplaying game, you are free to act your character deems fitting or go wild with it, | ||
+ | as long as you don't end up throwing everyone off. The purpose of the game is to ultimately have fun. | ||
- | For every other dice that you haven't pick, you add 1 for every 6, and remove 1 for every 1. | + | <div tip> |
- | The result will depend based on each interaction, which is displayed below. | + | When a cast member is given a chance to interact (or interrupt depending |
+ | do any of the following: | ||
- | ==== Non-conflict Interactions ==== | + | < |
- | < | + | * 🤔 **Do something**, as long as it's within your reach |
- | ^ Roll ^ Success? ^ Degree of Success ^^ | + | * ⁉️ **Use a [[#↪ skills|skill]]**, as long as you have the opportunity to do so |
- | | 0- | <fc # | + | |
- | | 1 | < | + | |
- | | 2 | <fc # | + | |
- | | 3 | <fc # | + | |
- | | 4 | <fc # | + | |
- | | 5 | <fc # | + | |
- | | 6 | <fc # | + | |
- | | 7+ | <fc # | + | |
</ | </ | ||
- | For **any interactions that are not actively resisted**, (like scenery or environment) refer to the " | ||
- | Rolling a critical failure means that something bad happens in addition to you failing, worse if you have rolled a heavy critical failure. Partial success means that you succeed, but something bad happens, and a critical success that another good thing happens while you succeed in your action. The effect is greater the more or less points you get in a roll. | + | Depending on your decision, anything could happen as a result. |
- | It is very unusual to someone to gain a heavy critical failure. Unless | + | However, not everything |
+ | Sometimes, you need to do roll for your decision to happen. This is called a **check**. | ||
- | === Specific Situations | + | ===== ✅ Checks & Success ===== |
- | Not every situation is done this way, however. | + | If you can't simply do your intentions, **you would have to do a check.** A check would mean that you would have to roll if your intended action will happen and a failure will definitely do the opposite, or even worse. However, there are other factors that change your success. |
- | * **If the task is hard but manageable without special knowledge**, the Game Master may impose a "point penalty" | + | |
- | | + | |
- | | + | |
- | <div clear></ | + | |
- | ==== Conflict Interactions ==== | + | <div box> |
- | **Any interactions that includes conflict** are considered | + | * < |
+ | * A **stat/ | ||
+ | </ | ||
- | ===== Conflicts ===== | + | * < |
- | When a conflict interaction happens, dice not only serves as success, but it acts on how much it affects | + | * For **advantages**, |
+ | * For **disadvantages**, | ||
+ | </ | ||
- | ==== Interactive Conflicts ==== | + | |
- | **In interactive conflicts and alike**, your chosen | + | * **Critical 12** will result |
+ | * **Critical 2** will result in an immediate <fc # | ||
+ | </ | ||
- | The damage given is further adjusted by both sides' trait: | + | * < |
- | | '' | + | This is like a check, except that you cannot add any stat to it and it can go from horribly wrong to horribly right. |
- | Their AP will be reduced based on the result. When either has AP go down to 0, the conflict resolves based on who wins. Then, the AP will be reset to full afterwards. In interactive conflicts, the player | + | * A result of 10 and below will fail, except |
+ | * A result of 11 and above will succeed. The higher it goes, the better the situation | ||
+ | </ | ||
+ | </ | ||
- | ==== One-sided Conflicts | + | ===== ↪ Skills ===== |
- | **In non-conflict interaction where success is harder than expected**, it turns into a one-sided conflict. These act as both non-conflict interaction and interactive conflict. | + | Whether you are inside or outside of battle, you can use skills you have for your character. |
- | * Like a non-conflict interaction, the other side cannot fight back and you will have to roll for success. | + | Outside of battle, you can use skills whenever you can and will not have any cost, but you would still have to roll for them if you need to. |
- | * Like a interactive conflict, the damage will be applied | + | |
- | * As soon as you roll for success that resulted in a failure, the conflict ends with the character failing. | + | |
- | ==== Combat Conflicts ==== | + | However, once you are inside of battle, you will have to use FP in addition to what you can do with skills outside of battle. Do not worry though, as FP will not be spent if your skill fails! You only have '' |
- | **In conflict where life is on the line**, it works a little bit differently. Positioning matters here, several factors | + | |
- | < | + | < |
- | < | + | **During battle, you gain FP by doing the following:** |
- | If they have chosen to revive outside, the party cannot revive them back to where they are and instead have to meet them back to where they were, or the player who was revived have to run back to the party. | + | |
+ | * '' | ||
+ | * ''+1 FP'' | ||
+ | * '' | ||
+ | * ''+1 FP'' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
</ | </ | ||
- | === Initiative | + | ===== ⚔ Combat ===== |
- | The combat is done in rounds, | + | Once you enter into a battle, you cannot act freely anymore as everyone (including enemies and other things that can move) will be forced into turns! |
- | Turn order is dictated by the following at the start of the combat: | + | Combat |
- | | '' | + | |
- | The higher | + | <div box> |
+ | * < | ||
- | Once every character | + | If your character |
+ | </ | ||
- | === Turn Progression === | + | * < |
- | Each turn have their progression. Once the turn progression | + | |
- | | + | * Move on your turn |
- | | + | * Act, once per turn |
- | - **Action** - The part where it matters. You can only perform one action per turn. You can attack, use a skill, or any other action within this part of the turn. | + | * React, |
- | * **One More** - If you're lucky, some situations, or skills will allow you to perform a bonus action. It acts like an action and you can only perform it once per turn. | + | </ |
- | | + | </ |
- | **For each action, you would have to roll for success, as if it was a non-conflict interaction.** Unlike interactive conflicts | + | <div indent> |
+ | ==== 🏃♀️ Movement ==== | ||
+ | > Movement is dictated by your speed ('' | ||
+ | > <div box> | ||
+ | * During your turn you can move around before, during or after an action | ||
+ | | ||
+ | * Crawling, climbing, swimming, difficult terrain | ||
+ | * If you move out of range of an enemy without disengaging, you might be a target for an opportunity attack. | ||
+ | </ | ||
+ | ==== 🗡 Actions ==== | ||
+ | > You can do an action at least once per turn. An action is dictated whenever you do something that is not movement.< | ||
+ | > <div box> | ||
+ | **As an action, you can do the following: | ||
+ | * 🔪 **Attack** with/ | ||
- | === Movement & Distance === | + | * ↪ Use a **skill** |
- | Movement in battle is dictated by your SPD. Each SPD is once " | + | |
- | Once all of your SPD for the turn is used up, you cannot move any further for the round. | + | * 🍯 **Use or interact** with an object or item |
- | === Special Actions === | + | * 🔎 **Search** around |
- | Special Actions are something specific a character can do if they choose not to do any other action. All of them wastes an action during a round, so be mindful of using them. | + | |
- | * **All Out Attack** - All party members take advantage to attempt to take down all enemies at once. Only works when every enemy is disabled and cannot move nor act. | + | * 🕶 **Hide** |
- | * **Chime In / Help** - Assists the target for your choice for an advantage. Only works within a certain range to your target. | + | |
- | * **Dash** - You can use your action to dash, which uses all of your SPD for the turn, plus REF to move a bit more. | + | |
- | * **Dodge** - Dodges as soon as you call it. It gives them a chance to avoid an attack, sometimes leaving to an opportunity. However, half of your SPD is removed for the rest of the round. | + | |
- | * **Guard** - Ready your character to guard. It gives them a chance to completely block an attack, sometimes leaving to an opportunity. Can only be done before or during your target' | + | |
- | * **Ready** - Prepares an action for a certain condition for the next round or reaction. You will need to keep rolling for concentration until it triggers. | + | |
- | === Damage Calculation === | + | * 🛡 **Guard/ |
- | When doing damage, you have to roll for success first, as it it was a non-conflict interaction. Once successful, damage is done similar to an interactive conflict. | + | |
- | This time both sides would have to roll the dice, for damage. | + | * 🎣 **Grapple** -- If they are of the same or smaller size, both will do a strength ('' |
- | | + | |
- | - Then, add for **physical** damage: < | + | |
- | - Any skill or aspect contributing will add '' | + | |
- | - If you hit the target' | + | |
- | The one who is getting hit will take damage based on the result. | + | * 🤝 **Assist/ |
- | ===== Experience Gain ===== | + | * 🚫 **Disengage** |
- | After a conflict, session or particular action, the FM may give out '' | + | |
- | The '' | + | |
- | | + | |
- | | + | |
- | | + | |
- | < | + | |
- | <span tip>**Tip:** This is not the only way to gain/ | + | |
- | ===== Use of Skills ===== | + | * 💃 **Break Free** -- Try to break free from being Grappled. |
- | Skills in FiaD6 are actions that allows you to do certain specific tasks in certain situations, allowing you to do something that only your character can do or have a better advantage in. | + | |
- | Skills can be used at anytime in the story as long as the player calls it and the FM allows | + | * ✨ **Improvise** -- Improvise your action if you want to, as long as the FM tells you if it's possible. (you might have to do a check for it though) |
- | <div tip> | + | </ |
- | Skills can be used without limits, except in battle. | + | <div tip>⭐ **One More**< |
+ | <fs 0.9em>If you are lucky or if the enemy is disadvantaged, | ||
+ | One more is a bonus action, allowing you to do another action.</ | ||
- | ==== Skills in Combat & FP ==== | + | ==== 🛡 Reactions |
- | Whenever | + | > A reaction can be used once per round. A reaction is something you do outside of your turn.< |
- | Once you are out of FP, you cannot do any more. | + | > <div box> |
+ | **For reactions, you can do the following: | ||
+ | * 👟 **Dodge** -- Do a reflex (REF) check against their reflex check to dodge an attack instead. If it fails, you take full damage. | ||
+ | |||
+ | * 🎯 **Counter** -- If you are on guard/ | ||
+ | |||
+ | * 🗡 **Opportunity Attack** -- If your target moves away out for your battle range without disengaging, you can sneak in a skill or attack that's guaranteed to succeed without any cost. | ||
+ | |||
+ | * 👊 **Opportunity Grapple** -- Same as an opportunity attack but you try and grapple instead. | ||
+ | |||
+ | * 🤝 **Quick Assist** -- If you are in range with another ally, you give up your action for the turn to assist on your target ally's turn. | ||
+ | |||
+ | * 🏃♀️ **Run Away** -- Everyone gets away from battle. Everyone must succeed a reflex (REF) + speed ('' | ||
+ | </ | ||
+ | |||
+ | <div tip>⭐ **All-out Attack**< | ||
+ | <fs 0.9em> | ||
+ | |||
+ | ==== ❌ Damage ==== | ||
+ | === Dealing Damage === | ||
+ | Depending on the weapon, damage is usually calculated by a d6 + the stat necessary to wield it. | ||
+ | |||
+ | <div box> | ||
+ | * Strength ('' | ||
+ | * Sorcery ('' | ||
+ | * However, the FM can also give your weapon custom damage stats. | ||
+ | |||
+ | * A +1 on the weapon will increase it's damage by 1. | ||
+ | * You can also deal damage with skills if the skill can do so. | ||
+ | |||
+ | * If the success roll is 12, then it counts as a critical hit. Damage is doubled. | ||
+ | </ | ||
+ | |||
+ | === Taking Damage === | ||
+ | If the character takes damage, they will have to decrease the damage taken dependiong on the stat. | ||
+ | |||
+ | <div box> | ||
+ | * Defense ('' | ||
+ | * Resistance (RES) for magical damage. | ||
+ | * Then, your HP will be reduced by the damage taken. | ||
+ | |||
+ | * Once your HP reaches 0, you enter Downstate. | ||
+ | |||
+ | * If you are on guard, you may roll for a might (MIG) check to completely block the attack and take no damage. | ||
+ | </ | ||
+ | |||
+ | <div danger> | ||
+ | </ | ||
+ | |||
+ | ===== 👁 Conditions ===== | ||
+ | During your journey you can be entitled into certain status effects, each one affects a character in different ways. | ||
+ | |||
+ | This can range from being: blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, etc. | ||
+ | |||
+ | === Downstate === | ||
+ | If you are down after reaching 0 HP, you enter a **" | ||
+ | |||
+ | However, not all hope is lost. You can still come back from being unconscious! | ||
+ | <div box> | ||
+ | Your character' | ||
+ | * Rolling a [7] and above will be a success | ||
+ | * Rolling lower than that will be a failure | ||
+ | |||
+ | * On **3 successes** -- you come back into consciousness, | ||
+ | * On **3 failures** -- your character cannot fight anymore and would have to retire for a week, and will have to revive to the last resting spot the party has been. They could still be with the party but cannot fight and must stay off. If they enter downstate the second time after already failing, they cannot join any more for the rest of the party' | ||
+ | </ | ||
+ | |||
+ | You will still have to roll even if the battle has ended, either at different times or all at once. If the damage you've taken is more than your HP, you immediately fail all 3 saving rolls. | ||
+ | |||
+ | Even if the ally has failed to gain back consciousness, | ||
+ | |||
+ | <div danger> | ||
+ | |||
+ | ===== 📈 Improving Your Character ===== | ||
+ | Overtime, you gain points ('' | ||
+ | |||
+ | <div box> | ||
+ | **Depending on the amount of PT spent, you can improve the following: | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | </ | ||
- | FP can be gained in several ways: | + | <hr> |
- | * '' | + | |
- | * '' | + | |
- | * '' | + | |
- | * '' | + | |
- | * '' | + | |
- | * ... and all of your FP will be restored after combat | + | |
- | There is no way of increasing your maximum FP except temporarily, | + | ... and that should be everything. Now go out there and have fun! |
- | ---- | + | <div centeralign>< |
- | Now go out there and have fun! | + |