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dice:diverse_gameplay [2020/06/04 19:03] (current)
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 ====== 🎲 Gameplay Guide ====== ====== 🎲 Gameplay Guide ======
 +> **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 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 [[:furria|Furria]]. The game is all about storytelling in the world of Furria in a sense where everyone contributes in anyway to make it fun. +Although there is a lot to explain, we will try and simplify it for you.
- +
-Though there'a lot to explain, we will try to simplify it for you.+
  
 {{INLINETOC}} {{INLINETOC}}
  
 ===== 👤 Players ===== ===== 👤 Players =====
-Players of Furrian Dice is divided into **Field Master** and its **cast**. One cannot work without the other. +Players of Fia -- Dice are divided into two: the **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.
-<div> +
-<div box 48% left> +
-<fs 2em>📒 Field Master</fs>\\  +
-The **Field Master** (''FM'') is the one who dictates and decides the game, and the one responsible for leading the story.+
  
-The FM is the one who creates the adventures for the cast, they describe situations to let them decide what they will do, and the one who determines and narrates the outcome of their choices. They also dictate what is and is not allowed. +<div box> 
-</div>+  * <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.
  
-<div box 48% right> +They are also the ones who determine what is and is not allowed during the game//Outside of Fia -- Dice, they can also be called GMs (Game Moderators) and DMs (Dungeon Masters).//</div>
-<fs 2em>👥 Cast</fs>\\  +
-The **cast** are the group of players who will be the ones going through the FM's adventure laid out for them.+
  
-Each player that is not an FM creates and plays a character as part of the cast and teams up with other members of the cast (played by friends). As part of the cast, it is their role for their character to make choices for the story to go on+  * <div>👥 **Cast** -- The cast is the group of players who controls the main characters of the FM's adventure. 
 +Each cast member creates and plays out a character and teams up with other cast members. 
 + 
 +As part of the cast, it is their role to make choices for their own character in the story.</div>
 </div> </div>
  
-<div clear></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> </div>
  
 ===== 🌀 Flow of Gameplay ===== ===== 🌀 Flow of Gameplay =====
-**Everything is led by the FM** as they dictate through their story. As part of the cast, you are given a chance to interact with the story and try as much to play through or go wild it it, as long as you don't end up throwing everyone off. The purpose of the game is to have fun, afterall+**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.
  
-<span tip>**Tip:** Since Furrian Dice is a free-formed game, expect the "rules" get broken depending who is the FM.</span>+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.
  
-==== Decisions ==== +<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 okay, since these rules doesn't have to be strict.</div> 
-When the cast is given a chance to interact (or interrupt depending on the FM), they can do any of these+ 
-<div> +When cast member is given a chance to interact (or interrupt depending on the FM), your character can 
-<div box 48% left+do any of the following
-<fs 2em>🤔 Do Something</fs>\\  + 
-**As long as it's within your reach**, you can do an action related to the what is given.+<div box> 
 +  🤔 **Do something**, as long as it's within your reach 
 +  * ⁉️ **Use a [[#↪ skills|skill]]**, as long as you have the opportunity to do so
 </div> </div>
  
-<div box 48% right> +Depending on your decision, anything could happen as a result.
-<fs 2em>⁉️ Use a Skill</fs>\\  +
-**As long as you have the opportunity to do so**, you can use 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> 
 +  * <div>🎲 **Checks** -- To do a check, you 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 example, a "sense check" would mean the value of your roll + your sense (SEN) trait.
 </div> </div>
  
-<div clear></div>+  * <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**, pick the highest two of all dice. 
 +    * For **disadvantages**, pick the lowest two of all dice.
 </div> </div>
  
-==== Interactions and 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. 
-The cast may do whatever may want in the flow of the adventurebut at times the FM may prompt them with the following based on their decision:+    * **Critical 12** will result in an immediate <fc #43b135>success</fc>
 +    * **Critical 2** will result in an immediate <fc #dc0914>fail</fc>
 + </div>
  
-<div> +  * <div>💀 **Chaos Die** -- If the FM has a d20, (20-sided) dice in hand prepare for a world of hurt or splendor. 
-<div box 48% left> +This is like a check, except that you cannot add any stat to it and it can go from horribly wrong to horribly right.
-<fs 2em>✋ Interaction</fs>\\  +
-An **interaction** is when a cast member has to **roll a dice for a degree of success** as a result of their dictated action. This is usually done for actions that does not have to be resisted.+
  
-More is dictated in the [[#✋ interactions|✋ Interactions]] section.+  * 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. 
 +</div>
 </div> </div>
  
-<div box 48% right> +===== ↪ Skills ===== 
-<fs 2em>⚔️ Conflict</fs>\\  +Whether you are inside or outside of battle, you can use skills you have for your character.
-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 in the [[#⚔️ conflicts|⚔️ Conflicts]] section+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 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! 
 + 
 +<div box> 
 +**During battle, you gain FP by doing the following:**
  
-<div clear></div>+  * ''+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>
  
-Both of them are dictated by degree of successwhich is explained in the next section.+===== ⚔ Combat ===== 
 +Once you enter into battleyou 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: InitiativesRounds, 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</fs>\\  +  <div>#️⃣ **Initiative** -- When the battle startsevery single member of the cast will have to roll for initiativeIn this caseit will be a 2d6If the value matches with another cast memberre-roll and the higher one will go first. 
-|< 100% 12% 11% 11% 11% 11% 11% 11% 11% 11%>| + 
-^  Roll |  <fs 2em>''⚀⚀''</fs>\\ 0  <fs 2em>''⚀''</fs>\\ 1  |  <fs 2em>''⚁''</fs>\\ 2  |  <fs 2em>''⚂''</fs>\\ 3  |  <fs 2em>''⚃''</fs>\\ 4  |  <fs 2em>''⚄''</fs>\\ 5  |  <fs 2em>''⚅''</fs>\\ 6  |  <fs 2em>''⚅⚅''</fs>\\ 7+  | +If your character enters the battle latethen they will be last within initiative regardlessThis applies to enemies too unless the FM deems it otherwise.
-^  Success? |  <fc #dc0914>No</fc><fc #dc0914>and...</fc><fc #dc0914>and...</fc>  |  <fc #dc0914>No</fc><fc #dc0914>and...</fc> |  <fc #dc0914>No</fc>  |  <fc #43b135>Yes</fc><fc #dc0914>but...</fc>  |  <fc #43b135>Yes</fc>  |  <fc #43b135>Yes</fc>  |  <fc #43b135>Yes</fc>, <fc #43b135>and...</fc>  |  <fc #43b135>Yes</fc>, <fc #43b135>and...</fc>, <fc #43b135>and...</fc> +
-^  Degrees of Success |  -2\\ <fc #dc0914>Lucky Failure</fc>  |  -1\\ <fc #dc0914>Critical Failure</fc>  |  0\\ <fc #dc0914>Failure</fc>  |  1\\ Partial Success  |  2\\ <fc #43b135>Success</fc>  |  2\\ <fc #43b135>Success</fc>  |  3\\ <fc #43b135>Critical Success</fc>  |  4+\\ <fc #43b135>Lucky Success</fc>  |+
 </div> </div>
  
-==== Success or Failure? ==== +  * <div>🔁 **Rounds & Turns** -- In a battle, each round is separated into turns, and everyone has a turn, and each turn you can do the following:
-What happens is dependent on the result of the dice: +
-<div> +
-<div box 48% left> +
-<fs 2em>✖️ <fc #dc0914>Failure</fc></fs>\\  +
-**Failure** (Success 0) will result into their desired action not happening at all.+
  
-**Critical Failure** (Success -1) is a failure <fc #dc0914>and something bad</fcwill happen.+  Move on your turn 
 +  Act, once per turn 
 +  React, once per round 
 +</div> 
 +</div>
  
-A **Lucky Failure** (Success -2 or less) is a failure <fc #dc0914>and two or more bad things</fc> will happen depending on how low the success can go.+<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 around, whether 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 disengaging, you might be a target for an opportunity attack.
 </div> </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
  
-<div box 48% right> +  ↪ Use a **skill**
-<fs 2em>✔️ <fc #43b135>Success</fc></fs>\\  +
-**Success** (Success 2) will result into their desired action happening as intended.+
  
-**Critical Success** (Success 3) is a success <fc #43b135>and something good</fc> will happen.+  🍯 **Use or interact** with an object or item
  
-**Lucky Success** (Success 4 or more) is a success <fc #43b135>and two or more good things</fc> will happen depending on how high the success can go. +  🔎 **Search** around
-</div>+
  
-<div clear></div> +  🕶 **Hide**
-<div box> +
-**Partial Success** (Success 1) is a <fc #43b135>success</fc> <fc #dc0914>but something bad</fc> will happen. +
-</div> +
-</div>+
  
-==== Other Factors ==== +  🛡 **Guard/Ready** -- Prepare for an attack/action and defend(and gain 2FP)
-In addition to these degrees, there are other factors that contributes to their success: +
-<div> +
-<div box 48% left> +
-<fs 2em>☝️ Choices of Dice</fs>\\  +
-**If you roll multiple dice**, that member of the cast can **pick which die** will be the result of their action.+
  
-**Example:** +  🎣 **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 wins, they are grappled. (For enemies, this will set their ''SPD'' to 0)
-  The cast member ends up with ⚁⚂⚄ (2, 3 and 5) on their roll, they can pick ⚄ (5) as their success. +
-  * Alternatively, they can choose ⚁ (2and be ridiculous and see what happens. +
-</div>+
  
-<div box 48% right> +  ✋ **Shove** -- If they are of the same or smaller sizethe one doing the shove will do a strength (''STR''check against the other's vitality (''VIT'') checkIf the one who shoves wins, they will be pushed back will either get them prone or push them by a d6(5ft per 1)
-<fs 2em>🌗 Ones and Sixes</fs>\\  +
-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:** +  🤝 **Assist/Help** -- If you are in range with another allyyou 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.
-  The cast member ends up with ⚀⚄ (1 and 5) and picks ⚄ (5)they end up with the roll of ⚃ (4). +
-</div>+
  
-<div clear></div> +  * 🚫 **Disengage** -- Prevent the enemy to use an opportunity attack against your character.
-</div>+
  
-===== ✋ Interactions ===== +  * 💨 **Dash/Sprint** -- UseUse your reflex (REF) trait to add to your movement. (acts the same as ''SPD'')
-When a character is given a chance to do an interaction, the cast member may do whatever the cast member dictates that their character should do, as long as it is allowed by the FM.+
  
-<div box> +  * 💃 **Break Free** -- Try to break free from being Grappled. 
-Usually, **when an interaction is not actively resisted**, (like scenery or environment interactions) you roll for degree of success.+ 
 +  ✨ **Improvise** -- Improvise your action if you want toas long as the FM tells you if it's possible. (you might have to do check for it though)
 </div> </div>
  
-Not every situation follows the standard and sometimes interactions are done this way: +<div tip>⭐ **One More**<br> 
-<div box> +<fs 0.9em>If you are lucky or if the enemy is disadvantaged, you are allowed to do a One More.<br> 
-  * ⭕ **Point Penalty** -- <fc #dc0914>-1 Dice Value</fc>**\\ If the task is hard but manageable without special knowledge or skill**, they FM may deduct 1 point from the dice'value.+One more is a bonus action, allowing you to do another action.</fs></div> 
 + 
 +==== 🛡 Reactions ==== 
 +> A reaction can be used once per round. A reaction is something you do outside of your turn.<br> 
 +<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'guaranteed to succeed without any cost. 
 + 
 +  * 👊 **Opportunity Grapple** -- Same as an opportunity attack but you try and grapple instead.
  
-  * 🔴 **Dice Penalty** -- <fc #dc0914>-1 Dice Rolled</fc>\\ **If the task is advanced and requires specific knowledge they do not have**the FM may deduct 1 dice when a cast member rolls. This could end up with 0 dice, making the task impossible.+  * 🤝 **Quick Assist** -- If you are in range with another allyyou give up your action for the turn to assist on your target ally's turn.
  
-  * 🔵 **Easy Success** -- <fc #43b135>Always Succeed</fc>\\ **If the task is easy enough**, they will never have to roll for itIf the task is easy enough to offer bonus to a roll, simply assume it was a success.+  * 🏃‍♀️ **Run Away** -- Everyone gets away from battleEveryone must succeed 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>
  
-===== ⚔️ Conflict ===== +<div tip>⭐ **All-out Attack**<br> 
-When the situation calls for itthe party will have no choice but to do conflictThere are three types of conflict that the FM can impose on the party.+<fs 0.9em>Once all enemies are disadvantagedyour party can do an all-out attack in an attempt to take down all enemies at onceEach character can either do a skill or attack on a 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>
  
-After every conflictexperience is gained. How much is dictated in the [[#⏫ experience|⏫ Experience]] section.+==== ❌ Damage ==== 
 +=== Dealing Damage === 
 +Depending on the weapondamage is usually calculated by a d6 + the stat necessary to wield it
  
-==== 🔗 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 (''10 AP'')+  * Strength (''STR''for melee or physical weapons. 
 +  * Sorcery (''SOR'') for magical weapons. 
 +  * However, the FM can also give your weapon custom damage stats.
  
-  * Keep rolling for success +  * A +1 on the weapon will increase it's damage by 1. 
-    * If the roll is <fc #43b135>successful</fc>, the opposing will have their ''AP'' decreased by the value chosen by the dice +  You can also deal damage with skills if the skill can do so.
-    If the roll is a <fc #dc0914>failure</fc>, the conflict <fc #dc0914>fails</fc>+
  
-  * If the opposing interaction ends up with ''0 AP''the conflict is <fc #43b135>successful</fc>+  * If the success roll is 12then it counts as a critical hit. Damage is doubled.
 </div> </div>
  
 +=== 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 worldContext conflicts always go like this:+  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.
  
-<div> +  * If you are on guard, you may roll for a might (MIG) check to completely block the attack and take no damage.
-<div box 48% left> +
-=== Turn Process === +
-  - Both sides will have to roll for success AND damage for each turn +
-    * **As success**<div box thin square> +
-  * <fc #dc0914>A failure will result losing the current turn</fc> +
-  * There will only be failures and successes +
-  * Partial Success counts as a success instead +
-  * Crtical and Lucky success or failures counts only as a success or failure+
 </div> </div>
-    * **As damage**<div box thin square> + 
-  Both sides will have their trait value added to their damage +<div danger>**Just remember:** you can still get damaged outside of battle.</div>
-  All values of the dice is considered +
-  * (''Total value'' + ''Trait''+
-</div> +
-  - 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 +
-    * (''Winning value'' + ''Losing value''+
-    * Any negative value will be treated as 0 +
-  - Turn repeats once all damage is done+
 </div> </div>
  
-<div box 48% right> +===== 👁 Conditions ===== 
-=== Starting Conditions === +During your journey you can be entitled into certain status effects, each one affects a character in different ways.
-  * Both sides will start with 10 Action Points (''10 AP''+
-  * The value used depends on the trait in context (for example: ''CHA'' is used in arguments)+
  
-=== Ending Conditions === +This can range from being: blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, etc.
-  * The conflict is won once their opponent reaches ''0 AP'' +
-</div>+
  
-<div clear></div>+=== 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> </div>
  
-==== 🗡️ 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 you have to fight**+ 
 +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> <div box>
-FIXME+**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> </div>
 +
 +<hr>
 +
 +... 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>
dice/diverse_gameplay.1533125966.txt.gz · Last modified: 2018/08/01 12:19 by fiakaiera