Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
dice:diverse_gameplay [2018/08/01 12:33] fiakaiera fixed calculation error |
dice:diverse_gameplay [2020/06/04 19:03] (current) |
||
---|---|---|---|
Line 1: | Line 1: | ||
====== 🎲 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 [[#✡️ skills|✡️ Skills]] section. | + | 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 [[#✋ interactions|✋ Interactions]] section. | + | * 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 **resisted or not**. More is explained | + | 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. |
- | </div> | + | |
+ | 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 '' | ||
+ | |||
+ | < | ||
+ | **During battle, you gain FP by doing the following: | ||
- | <div clear>< | + | * '' |
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
</ | </ | ||
- | Both of them are dictated by a degree of success, which is explained in the next section. | + | ===== ⚔ 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! | ||
- | ===== 🎲 Success ===== | + | Combat is divided into different parts: Initiatives, Rounds, Turns, Movement, Actions, Reactions and Damage. |
- | **Degrees of Success** (or simply, **Success**) dictates how much you are successful when doing a task from rolling a six-sided dice (D6). | + | |
- | <div box thick> | + | <div box> |
- | <fs 2em>🎲 Degrees of Success</ | + | |
- | |< 100% 12% 11% 11% 11% 11% 11% 11% 11% 11%>| | + | |
- | ^ Roll | <fs 2em>'' | + | 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. |
- | ^ Success? | <fc # | + | |
- | ^ Degrees of Success | -2\\ <fc # | + | |
</ | </ | ||
- | ==== Success or Failure? ==== | + | * <div>🔁 **Rounds & Turns** -- In a battle, each round is separated |
- | What happens is dependent on the result of the dice: | + | |
- | <div> | + | |
- | <div box 48% left> | + | |
- | <fs 2em> | + | |
- | **Failure** (Success 0) will result | + | |
- | A **Critical Failure** (Success -1) is a failure | + | |
+ | | ||
+ | | ||
+ | </div> | ||
+ | </div> | ||
- | A **Lucky Failure** | + | <div indent> |
+ | ==== 🏃♀️ Movement ==== | ||
+ | > Movement is dictated by your speed ('' | ||
+ | > <div box> | ||
+ | * During your turn you can move around before, during | ||
+ | * Sometimes your movement is limited by several factors and will double | ||
+ | * 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 is dictated whenever you do something that is not movement.< | ||
+ | > <div box> | ||
+ | **As an action, you can do the following: | ||
+ | * 🔪 **Attack** with/ | ||
- | <div box 48% right> | + | |
- | <fs 2em> | + | |
- | **Success** (Success 2) will result into their desired action happening as intended. | + | |
- | A **Critical Success** (Success 3) is a success <fc # | + | |
- | A **Lucky Success** (Success 4 or more) is a success <fc # | + | |
- | </ | + | |
- | <div clear></ | + | |
- | <div box> | + | |
- | A **Partial Success** (Success 1) is a <fc # | + | |
- | </ | + | |
- | </ | + | |
- | ==== Other Factors ==== | + | |
- | In addition to these degrees, there are other factors that contributes to their success: | + | |
- | < | + | |
- | <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:** | + | |
- | | + | |
- | * Alternatively, | + | |
- | </ | + | |
- | <div box 48% right> | + | |
- | <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 ⚀ | + | |
- | * ... **added by 1** for every ⚅ (dice facing 6). | + | |
- | **Example:** | + | |
- | | + | |
- | </ | + | |
- | <div clear></ | + | * 🚫 **Disengage** -- Prevent the enemy to use an opportunity attack against your character. |
- | </ | + | |
- | ===== ✋ Interactions ===== | + | * 💨 **Dash/ |
- | When a character is given a chance | + | |
- | <div box> | + | * 💃 **Break Free** -- Try to break free from being Grappled. |
- | Usually, | + | |
+ | | ||
</ | </ | ||
- | Not every situation follows | + | <div tip>⭐ **One More**< |
- | <div box> | + | <fs 0.9em>If you are lucky or if the enemy is disadvantaged, |
- | * ⭕ **Point Penalty** -- <fc # | + | 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. | ||
+ | |||
+ | | ||
+ | |||
+ | | ||
+ | |||
+ | * 👊 **Opportunity Grapple** -- Same as an opportunity attack but you try and grapple instead. | ||
- | * 🔴 **Dice Penalty** -- <fc # | + | * 🤝 **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. |
- | * 🔵 **Easy Success** -- <fc # | + | * 🏃♀️ |
</ | </ | ||
- | ===== ⚔️ Conflict ===== | + | <div tip>⭐ **All-out Attack**< |
- | When the situation calls for it, the party will have no choice but to do conflict. There are three types of conflict that the FM can impose | + | <fs 0.9em> |
- | After every conflict, experience is gained. How much is dictated in the [[#⏫ experience|⏫ Experience]] section. | + | ==== ❌ Damage ==== |
+ | === Dealing Damage === | ||
+ | Depending on the weapon, damage | ||
- | ==== 🔗 One-sided Conflict ==== | ||
- | **If the interaction requires more effort or successes than expected**, then it becomes a one-sided conflict. A one-sided conflict will always go through like this: | ||
<div box> | <div box> | ||
- | * The opposing interaction will always start with 10 Action Points | + | * Strength |
+ | * Sorcery ('' | ||
+ | * However, the FM can also give your weapon custom damage stats. | ||
- | * Keep rolling for success | + | * A +1 on the weapon |
- | * If the roll is <fc # | + | * You can also deal damage with skills if the skill can do so. |
- | * If the roll is a <fc # | + | |
- | * If the opposing interaction ends up with '' | + | * If the success roll is 12, then it counts as a critical hit. Damage |
</ | </ | ||
+ | === Taking Damage === | ||
+ | If the character takes damage, they will have to decrease the damage taken dependiong on the stat. | ||
- | ==== 🗯️ Context Conflict ==== | + | <div box> |
- | Context Conflict happens **when something or someone is actively resisted**. This usually happens in conversations or conflicts happening in the world. Context conflicts always go like this: | + | * Defense ('' |
+ | | ||
+ | * Then, your HP will be reduced by the damage taken. | ||
- | <div> | + | * Once your HP reaches 0, you enter Downstate. |
- | <div box 48% left> | + | |
- | === Turn Process === | + | |
- | | + | |
- | * **As success**< | + | |
- | * <fc # | + | |
- | * There will only be failures | + | |
- | * Partial Success counts as a success instead | + | |
- | * Crtical and Lucky success or failures counts only as a success or failure | + | |
</ | </ | ||
- | * **As damage**< | + | |
- | | + | < |
- | | + | |
- | | + | |
- | </ | + | |
- | - The higher valued side will have the other side take damage on their AP | + | |
- | * They will take damage depending on the value of the winning side | + | |
- | * ...but is reduced by the value of the opposing side | + | |
- | * ('' | + | |
- | * Any negative value will be treated as 0 | + | |
- | - Turn repeats once all damage is done | + | |
</ | </ | ||
- | <div box 48% right> | + | ===== 👁 Conditions |
- | === Starting | + | During your journey you can be entitled into certain status effects, each one affects a character |
- | * Both sides will start with 10 Action Points ('' | + | |
- | * The value used depends on the trait in context (for example: '' | + | |
- | === Other Factors === | + | This can range from being: blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, etc. |
- | * **Number of Dice Rolled:** 1 + any skills used | + | |
- | * Skills are used when appropriate on each turn, not during the whole conflict | + | |
- | * Any opposing/ | + | |
- | | + | === Downstate === |
+ | If you are down after reaching 0 HP, you enter a **" | ||
- | === Ending Conditions === | + | However, not all hope is lost. You can still come back from being unconscious! |
- | * The conflict | + | < |
- | </div> | + | Your character' |
+ | * Rolling a [7] and above will be a success | ||
+ | * Rolling lower than that will be a failure | ||
- | <div clear></ | + | * 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' | ||
</ | </ | ||
- | ==== 🗡️ Combat Conflict | + | 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. |
- | Combat Conflicts happen **when | + | |
+ | Even if the ally has failed to gain back consciousness, | ||
+ | |||
+ | <div danger> | ||
+ | |||
+ | ===== 📈 Improving Your Character ===== | ||
+ | Overtime, | ||
<div box> | <div box> | ||
- | FIXME | + | **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>< |