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dice:diverse_gameplay [2018/07/31 13:45] fiakaiera added "Use a Skill" text |
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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. | ||
- | ==== Decisions ==== | + | <div tip> |
- | When the cast is given a chance to interact (or interrupt depending on the FM), they can do any of these: | + | |
- | <div> | + | When a cast member |
- | <div box 48% left> | + | do any of the following: |
- | <fs 2em>🤔 Do Something</ | + | |
- | **As long as it's within your reach**, you can do an action related to the what is given. | + | <div box> |
+ | | ||
+ | * ⁉️ **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 |
- | <fs 2em> | + | |
- | **As long as you have the opportunity to do so**, you can use a skill related to what is given. | + | |
- | Details about it is explained in the [[# | + | 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**, | ||
</ | </ | ||
- | ==== Interactions and Conflicts ===== | + | * < |
- | 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: | + | * **Critical 12** will result in an immediate <fc # |
+ | * **Critical 2** will result in an immediate <fc # | ||
+ | </ | ||
- | <div> | + | * <div>💀 **Chaos Die** -- If the FM has a d20, (20-sided) |
- | <div box 48% left> | + | This is like a check, except |
- | <fs 2em>✋ Interaction</ | + | |
- | An **interaction** is when a cast member | + | |
- | More is dictated in the [[# | + | * 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 will be. | ||
+ | </ | ||
</ | </ | ||
- | <div box 48% right> | + | ===== ↪ Skills ===== |
- | <fs 2em> | + | Whether you are inside or outside |
- | 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 | + | 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>#️⃣ **Initiative** -- When the battle starts, every single member of the cast will have to roll for initiative. In this case, it will be a 2d6. If the value matches with another cast member, re-roll and the higher one will go first. | ||
+ | |||
+ | 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. | ||
</ | </ | ||
- | Both of them are dictated by a degree of success, which is explained in the next section. | + | * < |
- | ===== 🎲 Success ===== | + | * Move on your turn |
- | **Degrees of Success** (or simply, **Success**) dictates how much you are successful when doing a task from rolling a six-sided dice (D6). | + | * Act, once per turn |
+ | | ||
+ | </ | ||
+ | </ | ||
- | < | + | < |
- | <fs 2em>🎲 Degrees of Success</ | + | ==== 🏃♀️ Movement ==== |
- | |< 100% 12% 11% 11% 11% 11% 11% 11% 11% 11%>| | + | > Movement is dictated by your speed ('' |
- | ^ Roll | <fs 2em>'' | + | > <div box> |
- | ^ Success? | <fc # | + | * During your turn you can move around before, during or after an action as long as you don't spend all of your '' |
- | ^ Degrees | + | * Sometimes your movement is limited by several factors |
+ | * Crawling, climbing, swimming, difficult terrain | ||
+ | | ||
</ | </ | ||
+ | ==== 🗡 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/ | ||
- | ==== Success or Failure? ==== | + | |
- | What happens is dependent on the result of the dice: | + | |
- | < | + | |
- | <div box 48% left> | + | |
- | <fs 2em> | + | |
- | **Failure** (Success 0) will result into their desired action not happening at all. | + | |
- | A **Critical Failure** (Success -1) is a failure <fc # | + | |
- | A **Lucky Failure** (Success | + | |
+ | |||
+ | * 🕶 **Hide** | ||
+ | |||
+ | * 🛡 **Guard/ | ||
+ | |||
+ | * 🎣 **Grapple** | ||
+ | |||
+ | * ✋ **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) | ||
</ | </ | ||
- | < | + | < |
- | < | + | < |
- | **Success** (Success 2) will result into their desired action happening as intended. | + | One more is a bonus action, allowing you to do another action.</fs></div> |
- | A **Critical Success** (Success 3) is a success <fc # | + | ==== 🛡 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 | ||
- | A **Lucky Success** (Success 4 or more) is a success <fc # | + | |
+ | |||
+ | * 🗡 **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 ('' | ||
</ | </ | ||
- | < | + | < |
+ | <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> | <div box> | ||
- | A **Partial Success** (Success | + | |
- | </ | + | |
+ | | ||
+ | |||
+ | | ||
+ | * 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. | ||
</ | </ | ||
- | ==== Other Factors ==== | + | === Taking Damage |
- | In addition to these degrees, there are other factors that contributes | + | If the character takes damage, they will have to decrease |
- | < | + | |
- | <div box 48% left> | + | |
- | <fs 2em> | + | |
- | **If you roll multiple dice**, that member of the cast can **pick which die** will be the result of their action. | + | |
- | **Example: | + | <div box> |
- | * The cast member ends up with ⚁⚂⚄ | + | * Defense |
- | * Alternatively, they can choose ⚁ (2) and be ridiculous and see what happens. | + | * Resistance |
+ | * 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 | ||
</ | </ | ||
- | < | + | < |
- | <fs 2em>🌗 Ones and Sixes</ | + | </ |
- | For **every 1s or 6s that the cast member did not pick**, their roll is: | + | |
- | * ... **reduced by 1** for every ⚀ (dice facing 1); and | + | |
- | * ... **added by 1** for every ⚅ (dice facing 6). | + | |
- | **Example:** | + | ===== 👁 Conditions ===== |
- | * The cast member ends up with ⚀⚄ (1 and 5) and picks ⚄ (5), they end up with the roll of ⚃ (4). | + | 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' | ||
+ | | ||
+ | | ||
+ | |||
+ | * On **3 successes** -- you come back into consciousness, | ||
+ | * On **3 failures** -- your character cannot fight anymore | ||
</ | </ | ||
- | < | + | 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, | ||
+ | |||
+ | < | ||
+ | |||
+ | ===== 📈 Improving Your Character ===== | ||
+ | Overtime, you gain points ('' | ||
+ | |||
+ | <div box> | ||
+ | **Depending on the amount of PT spent, you can improve the following: | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
</ | </ | ||
+ | <hr> | ||
+ | |||
+ | ... and that should be everything. Now go out there and have fun! | ||
+ | |||
+ | <div centeralign>< |