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dice:diverse_gameplay [2018/05/28 11:35] fiakaiera added flow of gameplay |
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====== 🎲 Gameplay Guide ====== | ====== 🎲 Gameplay Guide ====== | ||
+ | > **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 in a sense where every player contributes in any way to make it fun. | ||
- | **Furrian Dice**, simplified as Fia – Dice, is a simple free-formed tabletop roleplaying game based on [[: | + | Although there is a lot to explain, we will try and simplify it for you. |
- | + | ||
- | Though there' | + | |
{{INLINETOC}} | {{INLINETOC}} | ||
===== 👤 Players ===== | ===== 👤 Players ===== | ||
- | Players of Furrian | + | Players of Fia -- Dice are divided into two: the **Field Master** |
- | < | + | |
- | <div box 48% left> | + | |
- | <fs 2em>📒 Field Master</ | + | |
- | The **Field Master** | + | |
- | The FM is the one who creates | + | <div box> |
- | </ | + | * < |
- | <div box 48% right> | + | They are also the ones who determine what is and is not allowed during |
- | <fs 2em>👥 Cast</ | + | |
- | The **cast** | + | |
- | Each player that is not an FM creates and plays a character | + | * < |
+ | Each cast member | ||
+ | |||
+ | 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: (per cast member) | ||
+ | < | ||
+ | * 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) | ||
</ | </ | ||
===== 🌀 Flow of Gameplay ===== | ===== 🌀 Flow of Gameplay ===== | ||
- | **Everything is led by the FM** as they dictate | + | **Everything is led by the FM** as they dictate |
+ | As part of the cast, you are given a chance | ||
- | <span tip> | + | Since this is a roleplaying |
+ | as long as you don't end up throwing everyone off. The purpose of the game is to ultimately have fun. | ||
- | The cast may do whatever may want in the flow of the adventure, but at times the FM may prompt them with the following based on their decision: | + | <div tip> |
- | < | + | When a cast member |
- | <div box 48% left> | + | do any of the following: |
- | <fs 2em>✋ Interaction</ | + | |
- | An **interaction** is when a cast member | + | |
- | More is dictated in the [[#interactions|✋ Interactions]] section. | + | <div box> |
+ | * 🤔 **Do something**, | ||
+ | * ⁉️ **Use a [[#↪ skills|skill]]**, as long as you have the opportunity to do so | ||
</ | </ | ||
- | <div box 48% right> | + | Depending on your decision, anything could happen as a result. |
- | <fs 2em> | + | |
- | A **conflict** is where a cast member has to **work their way to success through several rolls of the dice** in order to succeed in their dictated action. | + | |
- | This could be either | + | However, not everything you dictate can be done out of the gate. |
+ | Sometimes, you need to do roll for your decision to happen. This is called a **check**. | ||
+ | |||
+ | ===== ✅ Checks & Success ===== | ||
+ | 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. | ||
+ | |||
+ | <div box> | ||
+ | * < | ||
+ | * A **stat/ | ||
</ | </ | ||
- | <div clear></ | + | * <div>⭐ **Advantages & Disadvantages** -- Sometimes through a bonus or chance, the FM will give you an advantage or a disadvantage. __You have to roll 3 (or more) dice instead of 2__ if it happens. |
+ | * For **advantages**, | ||
+ | * For **disadvantages**, | ||
</ | </ | ||
- | Both of them are dictated | + | * < |
+ | * **Critical 12** will result in an immediate <fc # | ||
+ | * **Critical 2** will result in an immediate <fc # | ||
+ | </ | ||
+ | |||
+ | * < | ||
+ | This is like a check, except that you cannot add any stat to it and it can go from horribly wrong to horribly right. | ||
+ | |||
+ | * A result of 10 and below will fail, except the lower it goes, the more horrible it can get. | ||
+ | * A result of 11 and above will succeed. The higher it goes, the better the situation will be. | ||
+ | </ | ||
+ | </ | ||
+ | |||
+ | ===== ↪ Skills ===== | ||
+ | Whether you are inside or outside of battle, you can use skills you have for your character. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | 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 '' | ||
+ | |||
+ | <div box> | ||
+ | **During battle, you gain FP by doing the following: | ||
+ | |||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | </ | ||
+ | |||
+ | ===== ⚔ Combat ===== | ||
+ | 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! | ||
+ | |||
+ | Combat is divided into different parts: Initiatives, | ||
+ | |||
+ | <div box> | ||
+ | * < | ||
+ | |||
+ | If your character enters the battle late, then they will be last within initiative regardless. This applies to enemies too unless the FM deems it otherwise. | ||
+ | </ | ||
+ | |||
+ | * < | ||
+ | |||
+ | * Move on your turn | ||
+ | * Act, once per turn | ||
+ | * React, once per round | ||
+ | </ | ||
+ | </ | ||
+ | |||
+ | <div indent> | ||
+ | ==== 🏃♀️ Movement ==== | ||
+ | > Movement is dictated by your speed ('' | ||
+ | > <div box> | ||
+ | * During your turn you can move around before, during or after an action as long as you don't spend all of your '' | ||
+ | * Sometimes your movement is limited by several factors and will double the cost: | ||
+ | * Crawling, climbing, swimming, difficult terrain and being grappled (which could possibly get your '' | ||
+ | * If you move out of range of an enemy without disengaging, | ||
+ | </ | ||
+ | ==== 🗡 Actions ==== | ||
+ | > You can do an action at least once per turn. An action | ||
+ | > <div box> | ||
+ | **As an action, you can do the following: | ||
+ | * 🔪 **Attack** with/ | ||
+ | |||
+ | * ↪ Use a **skill** | ||
+ | |||
+ | * 🍯 **Use or interact** with an object or item | ||
+ | |||
+ | * 🔎 **Search** around | ||
+ | |||
+ | * 🕶 **Hide** | ||
+ | |||
+ | * 🛡 **Guard/ | ||
+ | |||
+ | * 🎣 **Grapple** -- If they are of the same or smaller size, both will do a strength ('' | ||
+ | |||
+ | * ✋ **Shove** -- If they are of the same or smaller size, the one doing the shove will do a strength ('' | ||
+ | |||
+ | * 🤝 **Assist/ | ||
+ | |||
+ | * 🚫 **Disengage** -- Prevent the enemy to use an opportunity attack against your character. | ||
+ | |||
+ | * 💨 **Dash/ | ||
+ | |||
+ | * 💃 **Break Free** -- Try to break free from being Grappled. | ||
+ | |||
+ | * ✨ **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>⭐ **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.</ | ||
+ | |||
+ | ==== 🛡 Reactions ==== | ||
+ | > A reaction can be used once per round. A reaction is something you do outside of your turn.< | ||
+ | > <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, | ||
+ | |||
+ | * 👊 **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: | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | </ | ||
- | ===== 🎲 Degrees of Success ===== | + | <hr> |
- | <fs 2em> | + | ... and that should be everything. Now go out there and have fun! |
+ | <div centeralign>< |