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🎲 Gameplay Process
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.
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.
This part covers the process of the game.
There are two variations of Furrian Dice: simple and diverse. Diverse only adds to Simple and introduces the concept of stats
, aspects and weapon skills. This guide shows the Diverse side of Furrian Dice.
Flow of Gameplay
Everything is led by the FM as they dictate through their story. As a player, you 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
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.
For task resolutions, roll a number of d6 (six-sided dice) plus one based on how many skills/qualities you have that would reasonably help you in doing a task. After rolling, pick the dice you want that ends up being the result.
For every other dice that you haven't pick, you add 1 for every 6, and remove 1 for every 1.
The result will depend based on each interaction, which is displayed below.
Non-conflict Interactions
Roll | Success? | Degree of Success | |
---|---|---|---|
0- | No, and…, and… | 0 | Heavy Critical Failure |
1 | No, and… | 0 | Critical Failure |
2 | No | 0 | Failure |
3 | Yes, but… | 1 | Partial Success |
4 | Yes | 2 | Success |
5 | Yes | 3 | Success |
6 | Yes, and… | 4 | Critical Success |
7+ | Yes, and…, and… | 5 | Critical Success |
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 failing, worse 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 a roll.
It is very unusual to someone to gain a heavy critical failure. Unless you have some item that changes the result of your success, the only way for you to get it is by rolling multiple 1s.
Specific Situations
Not every situation is done this way, however.
- 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 a “dice penalty”, where a whole dice is subtracted. This 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 roll, simply assume it was a success.
Conflict Interactions
Any interactions that includes conflict are considered a form of combat, be it social, physical, or magical combat. For conflicts like these, the table from non-conflict interactions don't apply unless in combat.
Conflicts
When a conflict interaction happens, dice not only serves as success, but it acts on how much it affects the one you are targeting. There are two types of conflict interactions: Interactive and Combat. The former being non-lethal and the latter being lethal.
Interactive Conflicts
In interactive conflicts and alike, your chosen result will result in “damage” to their AP
. (Action Points)
The damage given is further adjusted by both sides' trait:
Dice result + User trait - Rival trait With the trait being dependent of the situation at hand. (PHY, MAG, INT, CHA, PER, REF) |
Their AP will be reduced based on the result. When either has AP go down to 0, the conflict resolves based on who wins. Then, the AP will be reset to full afterwards. In interactive conflicts, the player will usually go first.
One-sided Conflicts
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.
- Like a non-conflict interaction, the other side cannot fight back and you will have to roll for success.
- 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
In conflict where life is on the line, it works a little bit differently. Positioning matters here, several factors will limit you depending on the situation and even doing suprises can give you an advantage.
Tip:
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.)
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.
Initiative
The combat is done in rounds, a turn order is given to see who can move first. Usually, FMs will say “roll for initiative”, which signifies a combat starting.
Turn order is dictated by the following at the start of the combat:
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.
Once every character has their turn order done, a round is finished and the turn order resets.
Turn Progression
Each turn have their progression. Once the turn progression is done, but 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.
- 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.
- 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.
- One More - If you're lucky, some situations, or skills will allow you to perform a bonus action. It acts like an action and you can only perform it once per turn.
- 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.
For each action, you would have to roll for success, as if it was a non-conflict interaction. Unlike interactive conflicts and AP, HP does not reset after a conflict.
Movement & Distance
Movement in battle is dictated by your SPD. Each SPD is once “pace” in distance, which is roughly a 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.
Special Actions
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.
- 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
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 dice, for damage.
- First, roll both results:
Attacking Die
-Guarding Die
- Then, add for physical damage:
Attacking STR
-Guarding DEF
For magical damage:
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 weakness, the value of the dice is doubled
The one who is getting hit will take damage based on the result.
Experience Gain
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:
2 PT
for a new skill2+Lv PT
to upgrade a skill or weapon skill3 PT
to level up a trait or stat
Tip: This is not the only way to gain/upgrade a new skill, stat or trait.
Sometimes, you might be lucky enough to be given one due to circumstances.
Use of Skills
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.
Tip:
We recommend trying to get creative with your skills,
up to the point even weapon skills can be used outside of battle as well.
Skills can be used without limits, except in battle.
Skills in Combat & FP
Whenever in combat, you are limited by your FP
. Each skill has a specific cost of FP in combat.
Once you are out of FP, you cannot do any more.
FP can be gained in several ways:
1 FP
is gained per round1 FP
restored when getting hit1 FP
restored from being healed2 FP
when guarding2 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.
Now go out there and have fun!