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dice:home [2018/02/16 02:37]
fiakaiera [Conflict Interactions]
dice:home [2020/06/04 19:03] (current)
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-====== Fia Dice======+====== 🎲 Fia [Dice======
 {{ diceicon.png?nolink&256}} {{ diceicon.png?nolink&256}}
-<div warning><fc #c63824>//**NOTICE!**//</fc> //**This page is undergoing active work.** If you plan to do session, please note that not everything has been finalized and possibly be subject to change.//</div>+**Furrian Dice**, simplified as Fia [Dice] (フィア 「サイコロ」 //Fia 「Saikoro」//, lit. Fia 「Dice」) (stylized as **Fia 「Dice」**, also known as FiaD6, Fian Dice or Furria D6) is light fantasy tabletop role-playing system akin to [[wp>Dungeons & Dragons]].
  
-**Furrian Dice**, simplified as Fia -Dice (stylized as **Fia 「Dice」**, also known as FiaD6, Fian Dice or Furria D6) is a light fantasy tabletop role-playing system akin to [[wp>Dungeons & Dragons]].+Furrian Dice a variation of [[https://1d4chan.org/wiki/Simple_D6_-_Third_Edition|Simple D6 - Third Edition]] highly modified to and for the world of [[:furria|Furria]]. It's one step above than Simple D6 in complexity, but is still made simple and easy to learn, especially for those who doesn't like to explain advanced systems.
  
-Furrian Dice a variation of [[https://1d4chan.org/wiki/Simple_D6_-_Third_Edition|Simple D6 - Third Edition]] highly modified to and for the world of [[furria:Furria]]It's one step above than Simple D6 in complexitybut is still made simple and easy to learn, especially for those who doesn't like to explain advanced systems.+<div warning><fc #c63824>//**NOTICE!**//</fc> //**This whole concept is undergoing active work.** If you plan to do a sessionplease note that not everything has been finalized and possibly be subject to change.//</div>
  
-{{INLINETOC}}+**There are two variations of Fia 「Dice」:** 
 +  * **Simple**: FiaD6 as it was originally planned and easier to learn; and 
 +  * **Diverse**: FiaD6 with mechanics of Furria properly implemented. **This is the intended way to play.**
  
-===== Character Creation ===== +The differences between Simple and Diverse is that Diverse adds little bit more to make the system bit more interesting.
-For a start, create a character find a concept and a name you would like. If you created [[species:typyl|Typyl]] character, you may also use that instead, where most of the character is predetermined already.+
  
-You start with the following already in-hand: +----
-  * ''HP'' **10 Hit Points** for health +
-  * ''PT'' **6 points** to spend, more on it later+
  
-Other than that, choose a [[culture:equipment|weapon/weapon type]]. Something tells me you might need it.+<div columns> 
 +<div half column thick box> 
 +===== Fia 「Simple Dice」 ===== 
 +※ Very good for beginners for tabletop RPGs 
 +  * [[simple|Full Guide]] 
 +  * [[simple creation|Character Creation Guide]] 
 +  * [[simple gameplay|Gameplay Guide]]
  
-==== Role-playing Aspects ==== +<div download
-**Role-playing Aspects** (or ''RPA'') are six different areas used for interaction. This can radically change from game to game, depending on the game master. ''RPA''s are used for different interactions in the world. +**PDF Downloads:** 
- +<br>Not yet available
-When starting, each player has **1** point in every ''RPA''+
- +
-<div thick box centeralign+
- +
-<div leftalign inline box 27em> +
-• ''COM'' **Combat**<br> +
--- engaging in any combat+
 </div> </div>
- 
-<div leftalign inline box 27em> 
-• ''MAG'' **Magic**<br> 
--- using magic inside and outside of combat 
 </div> </div>
  
-<div leftalign inline box 27em+<div half column thick box> 
-• ''INT'' **Intelligence**<br> +===== Fia 「Diverse Dice」 ===== 
--- using intellect or knowledge +※ **The intended way to play**, only adds a bit to Simple 
-</div>+  * [[diverse|Full Guide]] 
 +  * [[diverse creation|Character Creation Guide]] 
 +  * [[diverse gameplay|Gameplay Guide]]
  
-<div leftalign inline box 27em+<div download
-• ''SOC'' **Social Skills**<br> +**PDF Downloads:** 
--- interacting with another character+<br>Not yet available
 </div> </div>
- 
-<div leftalign inline box 27em> 
-• ''PER'' **Perception**<br> 
--- doing observation or suspicion 
 </div> </div>
- +<div clear></div>
-<div leftalign inline box 27em> +
-• ''REF'' **Reflex**<br> +
--- acting with movement+
 </div> </div>
-You can spend a point (''PT'') to add +1 to a single ''RPA'' of your choice. 
-</div> 
-※ //Every other non-playing character have these stats as well.// 
- 
-==== Stats (Optional) ==== 
-To make fights a bit more interesting, **Stats** (''STAT'') are introduced to spice up battles. They are based on a Typyl character's [[guide:typyl stats|stat growth]]. 
- 
-Each player starts with **5 points** of each ''STAT'': 
-<div thick box centeralign> 
-<fs 0.8em>//When creating a character, you can freely give up to 4 points and add it to their inverse.//</fs><br> 
-<fs 0.8em>//(We don't recommend spending a ''PT'' here when creating a character)//</fs> 
-<div leftalign inline box 27em> 
-• <fc #dc0914>''STR'' **Strength**</fc> 
-<br>-- Physical Damage, ranged or not 
-<br>-- Inverse: <fc #b530b5>''RES''</fc> 
-</div> 
- 
-<div leftalign inline box 27em> 
-• <fc #b530b5>''RES'' **Resistance**</fc> 
-<br>-- Magical Guard 
-<br>-- Inverse: <fc #dc0914>''STR''</fc> 
-</div> 
- 
-<div leftalign inline box 27em> 
-• <fc #15c7d1>''SOR'' **Sorcery**</fc> 
-<br>-- Magical Damage 
-<br>-- Inverse: <fc #1c56ca>''DEF''</fc> 
-</div> 
- 
-<div leftalign inline box 27em> 
-• <fc #1c56ca>''DEF'' **Defence**</fc> 
-<br>-- Physical Guard 
-<br>-- Inverse: <fc #15c7d1>''SOR''</fc> 
-</div> 
- 
-<div leftalign inline box 27em> 
-• <fc #43b135>''SPD'' **Speed**</fc> 
-<br>-- Speed, helps in dodging 
-<br>-- Inverse: <fc #e6b400>''VIT''</fc> 
-</div> 
- 
-<div leftalign inline box 27em> 
-• <fc #e6b400>''VIT'' **Vitality**</fc> 
-<br>-- Vitality, also adds to your health 
-<br>-- Inverse: <fc #43b135>''SPD''</fc> 
-</div> 
-You can spend a point (''PT'') to add +1 to a single ''STAT'' of your choice.<br> 
-</div> 
- 
-※ //Every other non-playing character have these stats as well.// 
- 
-If creating a character without a template, simply draw 9 blank circles in a line horizontally with the inversing stats on each side. You can optionally exchange the 5th circle to a line to be clear in the middle. Then fill in the circle towards the direction you have more points in. 
- 
-**Example:** ''<fc #dc0914>**STR**</fc> ○ ○ ● ○ | ○ ○ ○ ○ <fc #b530b5>**RES**</fc>'' = ''**+2** <fc #dc0914>STR</fc>'' ''**-2** <fc #b530b5>RES</fc>'' = ''**7** <fc #dc0914>STR</fc>'' ''**3** <fc #b530b5>RES</fc>'' 
- 
-==== Skills, Aspects and Quality ==== 
-=== Skills === 
-**Skills** are free-form and entirely made up to the player. It cannot be too broad as long as it can cover a field of expertise and never usable outside a specific area. An example of this is "Ranged Combat" which is as broad as it should get but can build upon it into something a bit more specific like knife throwing followed by knife aiming. 
- 
-You can give yourself a skill by spending <span nounderline>''<abbr>2 PT[2 points]</abbr>''</span>, but when creating a character only <span nounderline>''<abbr>1 PT[1 point]</abbr>''</span> per skill is necessary. 
- 
-※ //Remember when creating a character, you start with **no skills**. Be careful, on spending them all on either <span nounderline>''<abbr>STAT[Stats]</abbr>''</span>s or <span nounderline>''<abbr>RPA[Role-playing Actions]</abbr>''</span>s.// 
- 
-=== Weapon Skill === 
-**Weapon Skill** is a //free// skill coming from your weapon of choice, it should be related to your weapon of choice and must not be too broad to cover all of it. It can be as simple as "Bash" for bash weapons. **You can only have one weapon skill.** 
- 
-=== Quality === 
-**Qualities** are very broad skills, jobs or a stereotype like Soldier, Attentive, Strong, Talkative or Smart for instance. **You can only have a single quality.** 
- 
-=== Aspects === 
-**Aspects** refers to the [[aspects:home|60 Aspects of Furria]]. Aspects can give bonuses to actions related to the specfic aspect. When creating a character, **you can choose up to 3 aspects** and you can give up an aspect slot to power up another aspect. 
- 
-===== Task Resolution ===== 
-For tasks resolutions, roll a number of d6 (six-sided dice) plus one based on how many skills you have that would reasonably help you doing the task. After rolling, pick the dice which becomes your result. For every other dice than the one picked, add one more point that faces up with a 6. 
- 
-==== Non-conflict Interactions ==== 
-<div right> 
-^ Roll ^ Success? ^ Degree of Success ^^ 
-| 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> 
-For **interactions that are not actively resisted**, (like scenery or environment) refer to the "Success?" column on table in the right. 
- 
-Rolling a critical failure means you failed and a simple bad thing happens, a partial success that you succeed but something else bad happens despite your success and a critical success means that you succeed and another good thing happens. The effect is greater the more points you get in a roll. 
- 
-It is very unusual to gain a heavy critical failure where you fail and two bad things or a worse result happen. The only way to get it is somehow having "bad luck" where your chances of success is decreased. 
- 
-=== Specific Situations === 
-  * **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. 
- 
-<div clear></div> 
- 
-==== Conflict Interactions ==== 
-**Any interactions that has conflict** are all considered a form of combat, be it a social, physical or magical combat. For conflicts the table for non-conflict interactions are not applicable. 
- 
-=== Social Conflicts === 
-**In social conflicts and alike**, roll again for "damage" then the damage will be the following: 
-<div><div inline box nounderline> 
-''Dice result'' + ''User <abbr>RPA[Role-playing Aspect]</abbr>'' - ''Rival <abbr>RPA[Role-playing Aspect]</abbr>'' 
-<br>With the ''<span nounderline><abbr>RPA[Role-playing Aspect]</abbr></span>'' being dependent on the situation at hand.</div></div> 
- 
-Their social HP will be reduced based on the result. When either has their HP go down to 0, the conflict resolves in a success or a failure based on who won. If the player wins, they finally got their information, or discount, or convinced them to turn around and run for some reason. 
- 
-=== Actual Conflicts === 
-**In actual conflict where life is on the line**, it goes exactly the same as a Social Conflict. 
- 
-There will be turn order, however, which is dictated by:  
-  * ''Character's <span nounderline><abbr>REF[Reflex]</abbr></span> value, + dice result'' 
-  * Highest being the first 
-  * If a tie is done, both will have to roll every time when their turn comes 
- 
-**If ''STAT''s are involved** however, refer to [[#actual conflicts with stats|Actual Conflicts with STATs]]. 
- 
-<span tip>**Tip:** If your character dies, do not worry, they are not completely dead, thanks to the rules of Furria! You can find them back at your last "save/rest point". (Like the town. A good idea to retreat if that's the case.)</span> 
- 
-=== Actual Conflicts with STATs === 
-If ''STAT''s are involved, stats are caculated this way instead, depending on the situation: 
-  * ''Attacker's roll + Attacker's <fc #dc0914>STR</fc>'' - ''Defender's roll + <fc #1c56ca>DEF</fc>'' (physical); or 
-  * ''Attacker's roll + Attacker's <fc #15c7d1>SOR</fc>'' - ''Defender's roll + <fc #b530b5>RES</fc>'' (magical)<br><br> 
- 
-The all of the character's HP also changes accordingly: 
-  * ''Your COM value + your <fc #e6b400>VIT</fc> value'' + 10 
-  * Your normal HP will be called **Social HP** in this case and the ones used for battle are called **Battle HP** 
- 
-Turn order will be the same way but is now also dictated by both ''REF'' and <fc #43b135>''SPD''</fc> with the role of the dice. If there was a tie, the one with the higher speed goes first. If they also have the same ''<fc #43b135>SPD</fc>'', the same is done as before: both will still have to roll every time when their turn comes. 
- 
-==== Character Progression ==== 
-After a conflict or a session, the Game Master may give out <span nounderline>''<abbr>1-4 PT[1-4 points]</abbr>''</span> of experience. 
- 
-The <span nounderline>''<abbr>PT[points]</abbr>''</span> can spent in a number of ways: 
-  * ''1 PT'' for a single ''STAT'' (if stats are involved) 
-  * ''2 PT'' for a new skill 
-  * or ''3 PT'' for a single ''RTA'' 
-===== Special Abilities ===== 
-FIXME 
  
 ===== Trivia ===== ===== Trivia =====
   * The first physical playthrough of Furrian Dice was in February 10, 2018, with the game master being [[user>wishdream]]. This first run was done to test the mechanics of the game, which is tried to fix later.   * The first physical playthrough of Furrian Dice was in February 10, 2018, with the game master being [[user>wishdream]]. This first run was done to test the mechanics of the game, which is tried to fix later.
     * Vouched by --- //[[user:fiakaiera]] 2018/02/14 17:48//     * Vouched by --- //[[user:fiakaiera]] 2018/02/14 17:48//
dice/home.1518748657.txt.gz · Last modified: 2018/02/16 02:37 by fiakaiera