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dice:diverse_gameplay [2018/04/03 15:53]
fiakaiera added one-sided conflicts
dice:diverse_gameplay [2020/06/04 19:03] (current)
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-====== 🎲 Gameplay Process ====== +====== 🎲 Gameplay Guide ====== 
-**Furrian Dice**, simplified as Fia – Dice, is a simple free-formed tabletop fantasy roleplaying game. Okay that was lengthy, it's basically a game where everyone plays a part in a story, whether it's yourself or an entirely different character.+> **Current Iteration:** v1.4 --- //[[user:fiakaiera]] 2019/07/11 12:59// 
 +**Furrian Dice**, simplified as Fia – Dice, is a simple free-formed tabletop roleplaying game based on the world of FurriaThe game is about storytelling in the world of Furria in a sense where every player contributes in any way to make it fun.
  
-The game is dictated by the Field Master (''FM'' for short) and tells the story that you, as a player will go along. Remember, this is only a guide. Be prepared to have “rules” broken in many ways.+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>**There are two variations of Furrian Dice: simple and diverse.** Diverse only adds to Simple and introduces the concept of ''stats'', aspects and weapon skillsThis guide shows the Diverse side of Furrian Dice</div>+===== 👤 Players ===== 
 +Players of Fia -- Dice are divided into twothe **Field Master** (''FM''and its **cast**One cannot work without the other. The game is playable from 2 players (the FM and one cast member) up to an whatever how many a FM can handle.
  
-{{INLINETOC}}+<div box> 
 +  * <div>📒 **Field Master** -- The Field Master (''FM'' for short) is the one who dictates and decides for the game and the story. The FM is the one responsible for creating and/or playing out adventures for the cast. They are the ones who determine and narrate the outcome of the choices of the cast.
  
-===== Flow of Gameplay ===== +They are also the ones who determine what is and is not allowed during the game//Outside of Fia -- Dicethey can also be called GMs (Game Moderators) and DMs (Dungeon Masters).//</div>
-Everything is led by the FM as they dictate through their storyAs a playeryou are given a chance to interact with their story and you can try as much to play though or go wild with it, as long as you don't end up throwing everyone off. The purpose of the game is to have fun, afterall.+
  
-===== Task Resolution ===== +  <div>👥 **Cast** -- The cast is the group of players who controls the main characters of the FM's adventure. 
-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 resolutionsroll a number of d6 (six-sided dice) plus one based on how many skills/qualities you have that would reasonably help you in doing taskAfter rollingpick the dice you want that ends up being the result.+As part of the castit is their role to make choices for their own character in the story.</div> 
 +</div> 
 + 
 +===== 📚 Requirements ===== 
 +As one of the cast, you only need the following: (per cast member) 
 +<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 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 pickyou add 1 for every 6, and remove 1 for every 1.+<div tip>**Tip:** Since Fia -- Dice is a free-formed game, expect the "rules" to get broken depending on who the FM is... and that's okaysince these rules doesn't have to be strict.</div>
  
-The result will depend based on each interactionwhich is displayed below.+When a cast member is given a chance to interact (or interrupt depending on the FM)your character can 
 +do any of the following:
  
-==== Non-conflict Interactions ==== +<div box
-<div right+  * 🤔 **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 #dc0914>No</fc><fc #dc0914>and...</fc>, <fc #dc0914>and...</fc> | 0 | Heavy Critical Failure | +
-| 1 | <fc #dc0914>No</fc>, <fc #dc0914>and...</fc> 0 | Critical Failure | +
-| 2 | <fc #dc0914>No</fc> | 0 | Failure | +
-| 3 | <fc #43b135>Yes</fc><fc #dc0914>but...</fc> | 1 | Partial Success | +
-| 4 | <fc #43b135>Yes</fc> | 2 | Success | +
-| 5 | <fc #43b135>Yes</fc> | 3 | Success | +
-| 6 | <fc #43b135>Yes</fc>, <fc #43b135>and...</fc> | 4 | Critical Success | +
-| 7+ | <fc #43b135>Yes</fc>, <fc #43b135>and...</fc>, <fc #43b135>and...</fc> | 5 | Critical Success |+
 </div> </div>
-For **any interactions that are not actively resisted**, (like scenery or environment) refer to the "Success?" column in the table at the right. 
  
-Rolling a critical failure means that something bad happens in addition to you failingworse 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 roll.+Depending on your decisionanything could happen as result.
  
-It is very unusual to someone to gain a heavy critical failure. Unless you have some item that changes the result of your successthe only way for you to get it is by rolling multiple 1s.+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**.
  
-=== 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 check.** A check would mean that you would have to roll if  your intended action will happen and a failure will definitely do the oppositeor 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". The penalty is subtracted from the roll. +
-  * **If the task is advanced and requires specific knowledge**, the Game Master may impose "dice penalty", where a whole dice is subtractedThis could end up with 0 dice, making the task impossible. +
-  * **If the task is easy enough**, they will never have to roll for it. If the task is easy enough to offer a bonus to a rollsimply assume it was a success. +
-<div clear></div>+
  
-==== Conflict Interactions ==== +<div box> 
-**Any interactions that includes conflict** are considered form of combatbe it social, physical, or magical combat. For conflicts like these, the table from non-conflict interactions don't apply unless in combat.+  <div>🎲 **Checks** -- To do checkyou would have to **roll 2 six-sided dice** (D6s) and success is dictated by the resulting value of the dice. 
 +  * A **stat/trait check** __adds the appropriate value to your initial check.__ For examplea "sense check" would mean the value of your roll + your sense (SEN) trait. 
 +</div>
  
-===== Conflicts ===== +  * <div>⭐ **Advantages & Disadvantages** -- Sometimes through 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. 
-When conflict interaction happensdice not only serves as success, but it acts on how much it affects the one you are targetingThere are two types of conflict interactions: Interactive and CombatThe former being non-lethal and the latter being lethal.+    * For **advantages**, pick the highest two of all dice. 
 +    * For **disadvantages**, pick the lowest two of all dice. 
 +</div>
  
-==== Interactive Conflicts ==== +  <div>✨ **Criticals** -- Depending on the result of the diceadvantage or stat check or not, if the total of the dice before calculations is either a 2 or a 12, a critical is made. 
-**In interactive conflicts and alike**, your chosen result will result in "damage" to their ''AP''(Action Points)+    * **Critical 12** will result in an immediate <fc #43b135>success</fc>
 +    * **Critical 2** will result in an immediate <fc #dc0914>fail</fc>. 
 + </div>
  
-The damage given is further adjusted by both sides' trait: +  * <div>💀 **Chaos Die** -If the FM has a d20, (20-sided) dice in hand prepare for a world of hurt or splendor. 
-| ''Dice result'' + ''User trait'' ''Rival trait''\\ With the trait being dependent of the situation at hand(PHYMAG, INT, CHA, PER, REF) |+This is like a checkexcept 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 winsThen, the AP will be reset to full afterwardsIn interactive conflicts, the player will usually go first.+  * 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 succeedThe higher it goes, the better the situation will be. 
 +</div> 
 +</div>
  
-==== 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 battleyou can use skills you have for your character.
  
-  * Like a non-conflict interactionthe other side cannot fight back and you will have to roll for success. +Outside of battleyou 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 to their ''AP'' calculated the same way. +
-  * As soon as you roll for success that resulted in a failure, the conflict ends with the character failing.+
  
-==== Combat Conflicts ==== +Howeveronce you are inside of battleyou will have to use FP in addition to what you can do with skills outside of battleDo not worry though, as FP will not be spent if your skill fails! You only have ''10'' or ''12 FP'' in battle so choose what to do carefully!
-**In conflict where life is on the line**it works a little bit differently. Positioning matters hereseveral factors will limit you depending on the situation and even doing suprises can give you an advantage.+
  
-<div tip>**Tip:**<br>If your character dies, do not worry, they are not completely dead, thanks to the rules of Furria! As long as the player chooses to revive outside, you can find them back at the party's last “save/rest point”. (Like in towns. A good idea to retreat if that's the case.) +<div box> 
-<br><br> +**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'' every start of the round 
 +  * ''+1 FP'' for hitting any enemy (multiple enemies will still count as 1) 
 +    * ''+2 FP'' if success is critical 12 
 +  * ''+1 FP'' for getting hit by an enemy 
 +  * ''+1 FP'' for getting heald 
 +  * ''+2 FP'' for guarding/readying 
 +  * ''MAX FP'' after each battle
 </div> </div>
  
-=== Initiative === +===== ⚔ Combat ===== 
-The combat is done in rounds, turn order is given to see who can move first. Usually, FMs will say "roll for initiative", which signifies a combat starting.+Once you enter into battle, you cannot act freely anymore as everyone (including enemies and other things that can movewill be forced into turns!
  
-Turn order is dictated by the following at the start of the combat: +Combat is divided into different partsInitiatives, Rounds, Turns, Movement, Actions, Reactions and Damage.
-| ''User SPD'' + ''User REF'' + ''dice roll'' |+
  
-The higher the result, the earlier you can act. If there's a tie, those who are in a tie will have to roll every time their turn comes to see who can act first.+<div box> 
 +  * <div>#️⃣ **Initiative** -- When the battle startsevery 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.
  
-Once every character has their turn order donea round is finished and the turn order resets.+If your character enters the battle latethen they will be last within initiative regardless. This applies to enemies too unless the FM deems it otherwise. 
 +</div>
  
-=== Turn Progression === +  * <div>🔁 **Rounds & Turns** -- In a battle, each round is separated into turnsand everyone has a turn, and each turn you can do the following:
-Each turn have their progression. Once the turn progression is donebut the turn ends.+
  
-  **Movement** - You can move around during your turn. If you're moving through difficult terrain, your action might be used as well. +  * Move on your turn 
-  **Interaction** - You can freely communicate within the game (within reason). You can also interact with another object/feature for free as part of your movement or action. +  * 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, once per round 
-    * **One More** - If you're lucky, some situationsor skills will allow you to perform a bonus action. It acts like an action and you can only perform it once per turn. +</div> 
-  **Reaction** - These are actions that is made as a response to a trigger as such when it's not your turn. You can only use a reaction once per round. Opportunity attacks are usually the most common option when a reaction happens.+</div>
  
-**For each action, you would have to roll for success, as if it was a non-conflict interaction.** Unlike interactive conflicts and APHP does not reset after conflict.+<div indent> 
 +==== 🏃‍♀️ Movement ==== 
 +> Movement is dictated by your speed (''SPD'') stat, and each ''SPD'' point is 5 ft. It's also replenished to full once per round so it's not permanent.<br> 
 +> <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 ''SPD''.<br><fs 0.8em>//This could be anything that is related to moving aroundwhether it's jumping, climbing, running, etc. You can also improvise your movement 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)//</fs><br><br> 
 +  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 ''SPD'' to 0)<br><br> 
 +  * If you move out of range of an enemy without disengagingyou might be target for an opportunity attack. 
 +</div> 
 +==== 🗡 Actions ==== 
 +> You can do an action at least once per turn. An action is dictated whenever you do something that is not movement.<br> 
 +> <div box> 
 +**As an action, you can do the following:** 
 +  * 🔪 **Attack** with/without your weapon
  
-=== Movement & Distance === +  * ↪ Use **skill**
-Movement in battle is dictated by your SPD. Each SPD is once "pace" in distance, which is roughly meter. You can move before and after an action for as long as it is your turn, except when given the chance to act outside of turn.+
  
-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's action. +
-  * **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/Ready** -- Prepare for an attack/action and defend(and gain 2FP)
-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 dicefor damage.+  * 🎣 **Grapple** -- If they are of the same or smaller size, both will do a strength (''STR'') check against the other's strength check and if the character using it winsthey are grappled(For enemies, this will set their ''SPD'' to 0)
  
-  - First, roll both results: <br>&emsp;''Attacking Die'' - ''Guarding Die'' +  * ✋ **Shove** -- If they are of the same or smaller size, the one doing the shove will do a strength (''STR'') check against the other's vitality (''VIT'') check. If the one who shoves winsthey will be pushed back will either get them prone or push them by a d6. (5ft per 1)
-  - Then, add for **physical** damage: <br>&emsp;''Attacking STR'' ''Guarding DEF''<br>For **magical** damage: <br> &emsp;''Attacking SOR'' - ''Guarding RES'' +
-  - Any skill or aspect contributing will add ''+1'' to the damage, provided the situation calls for it +
-  - If you hit the target's aspect weaknessthe value of the dice is doubled+
  
-The one who is getting hit will take damage based on the result.+  * 🤝 **Assist/Help** -- If you are in range with another ally, you can do an action at the same time on their turn, or give them an advantage on their attack during their turn. This only lasts until the start of your next turn.
  
-===== Experience Gain ===== +  * 🚫 **Disengage** -- Prevent the enemy to use an opportunity attack against your character.
-After a conflict, session or particular action, the FM may give out ''1-4 PT'' of experience to spend.+
  
-The ''PT'' can be used for various things: +  💨 **Dash/Sprint** -- UseUse your reflex (REF) trait to add to your movement(acts the same as ''SPD'')
-  ''2 PT'' for a new skill +
-  ''2+Lv PT'' to upgrade a skill or weapon skill +
-  ''3 PT'' to level up a trait or stat +
-<br> +
-<span tip>**Tip:** This is not the only way to gain/upgrade a new skill, stat or trait.<br>Sometimes, you might be lucky enough to be given one due to circumstances.</span>+
  
-===== 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 it.<br> +  * ✨ **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>**Tip:**<br>We recommend trying to get creative with your skills,<br>up to the point even weapon skills can be used outside of battle as well.</div>+</div>
  
-Skills can be used without limitsexcept in battle.+<div tip>⭐ **One More**<br> 
 +<fs 0.9em>If you are lucky or if the enemy is disadvantaged, you are allowed to do a One More.<br> 
 +One more is a bonus actionallowing you to do another action.</fs></div>
  
-==== Skills in Combat & FP ==== +==== 🛡 Reactions ==== 
-Whenever in combat, you are limited by your ''FP''. Each skill has specific cost of FP in combat+> A reaction can be used once per round. A reaction is something you do outside of your turn.<br> 
-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/ready, you may spend your next action to counter-attack immediately, allowing you to sneak in a skill or an attack guaranteed to succeed without any cost. 
 + 
 +  * 🗡 **Opportunity Attack** -- If your target moves away out for your battle range without disengagingyou 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 (''SPD'') check. All cast members must agree on this. Running away fails if at least one fails and those who failed are susceptible to an opportunity attack. Positions are not changed when running away. 
 +</div> 
 + 
 +<div tip>⭐ **All-out Attack**<br> 
 +<fs 0.9em>Once all enemies are disadvantaged, your party can do an all-out attack in an attempt to take down all enemies at once. Each character can either do a skill or attack on specified target guaranteed to succeed without any cost, or straight up roll 4d6 for damage on all targets(Split or not, add ''STR'' or ''SOR'' if necessary, depending on the FM)</fs></div> 
 + 
 +==== ❌ Damage ==== 
 +=== Dealing Damage === 
 +Depending on the weapon, damage is usually calculated by a d6 + the stat necessary to wield it.  
 + 
 +<div box> 
 +  * Strength (''STR'') for melee or physical weapons. 
 +  * Sorcery (''SOR'') for magical weapons. 
 +  * 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. 
 +</div> 
 + 
 +=== Taking Damage === 
 +If the character takes damage, they will have to decrease the damage taken dependiong on the stat. 
 + 
 +<div box> 
 +  * Defense (''DEF'') for physical damage. 
 +  * 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> 
 + 
 +<div danger>**Just remember:** you can still get damaged outside of battle.</div> 
 +</div> 
 + 
 +===== 👁 Conditions ===== 
 +During your journey you can be entitled into certain status effectseach 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 **"Downstate"**. Your character's body goes limp and all of their outer appearance (including clothing) will turn white. From here you cannot move in battle and stay lifeless and unconscious. 
 + 
 +However, not all hope is lost. You can still come back from being unconscious! 
 +<div box> 
 +Your character's body is not completely white yet, so for each turn, you do a "saving" check three times: 
 +  * 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, you will be at 1 HP. From here, you can struggle and fight again or wait until the battle ends. If you decide to wait, you may roll a d6 after the fight to heal back your HP. 
 +  * 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's journey(or wait a month for them to rejoin story-wise) 
 +</div> 
 + 
 +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, they can be revived without having the penalty of being unable to fight. (or with setbacks given by the FM) 
 + 
 +<div danger>**By the way...** there is a way that your character can permanently die.</div> 
 + 
 +===== 📈 Improving Your Character ===== 
 +Overtime, you gain points (''PT'') from experience. You can spend PT to improve your character.  
 + 
 +<div box> 
 +**Depending on the amount of PT spent, you can improve the following:** 
 +  * ''-4 PT'' to +1 a specific trait 
 +  * ''-2 PT'' to +1 a specific stat 
 +  * ''-3 PT'' to get a new skill 
 +  * ''-(1 + Skill LV) PT'' to improve a skill 
 +</div>
  
-FP can be gained in several ways: +<hr>
-  * ''1 FP'' is gained per round +
-  * ''1 FP'' restored when getting hit +
-  * ''1 FP'' restored from being healed +
-  * ''2 FP'' when guarding +
-  * ''2 FP'' when readying without using it on the same round +
-  * ... and all of your FP will be restored after combat+
  
-There is no way of increasing your maximum FP except temporarily, with certain items.+... and that should be everything. Now go out there and have fun!
  
----- +<div centeralign><div box>**[[dice:diverse_creation|[ Click here for the character creation guide]]]**</div></div>
-Now go out there and have fun!+
dice/diverse_gameplay.1522770833.txt.gz · Last modified: 2018/04/03 15:53 by fiakaiera