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 Fighting Fantasy Adventure

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WoodyTheWoodstar
DM-san
DM-san



Posts : 80
Join date : 2011-06-23

Fighting Fantasy Adventure Empty
PostSubject: Fighting Fantasy Adventure   Fighting Fantasy Adventure EmptyThu Jan 19, 2012 2:27 pm

The System:

This is a d6-based system. In the Fighting Fantasy ruleset, there are three main stats: Skill, Stamina, and Luck.

Roll the following sets of dice to get your skills:
Skill: 1d6+6
Stamina: 2d6+12
Luck: 1d6+6

Skill essentially encompasses most skill checks. Tumble, Diplomacy, Appraise, etc.

Stamina is your HP total, but you may be required to Test Your Stamina for extended periods of exertion or to resist poison.

Testing Your Luck is usually a voluntary action. Jumping across a pit while bladed pendulums slice overhead and a minotaur is charging at you would incur a heavy distraction penalty to your Skill test, so you could attempt to Test Your Luck instead. In that situation, you could also be creative. You could Test Your Skill at a smaller penalty to try to grapple the minotaur and use his momentum to propel him into the pit, then use another Skill test to deftly hop across the pit by swinging on the pendulums.

The other uses of Luck are combat-based. You can Test Your Luck at the same time you make an attack in combat and either deal an additional amount of damage to your attack equal to the number you beat your opponent’s attack roll by, or completely negate the damage dealt to you by an opponent.

If you fall in combat, you may expend Luck points to regenerate your health at a ratio of 2 Luck to 1 Stamina regained.

The drawback to Luck tests is that every attempt, regardless of success or failure, reduces your Luck stat by 1 until you rest or are healed somehow.

Test Your Skill: 2d6
Test your Luck: 2d6
Test your Stamina: 4d6

If the result of the roll is less than or equal to the relevant stat, your attempt succeeds.

When attacking, you roll 2d6, add your Skill stat and compare the result with your opponent’s, and the winner deals 2 points of Stamina damage. You can also Escape combat automatically at the penalty of taking 2 points of damage from each foe you're facing, unless, of course, you successfully Test Your Luck.

Three things that aren’t in the system that I’m adding are resting ,magic and leveling. Fighting Fantasy is, at its core, a highly flexible system that lacks structured classes, and I'd like to keep it that way. Resting and leveling weren't included in the system because it was originally designed around one player Choose-Your-Own Adventure type stories. These tended to be one-shot adventures with no real rules for carrying a character over to other modules.

At each level, you will gain one point to increase one of your three core stats and one additional MP.

Magic will be nebulous and freeform. Each MP represents 1d6 worth of magical effects. It could be used as a 1d6 healing spell, or a 1d6 fireball, or a 1d6 buff to Skill or Luck, or a 1d6 creature summon. It could even be something as abstract as conjuring an illusion and adding 1d6 to the opposed Skill Test to make it believable. It’s completely open-ended. Every level you gain will afford you an additional MP. You can then use your 2MP to either cast two spells at a magnitude of 1d6 apiece, or a single spell with 2d6 of power.

Casting a spell is a free action, but you may use only one spell per round.

Each level adds 20 XP to the total needed to ascend again. Standard low-level monsters would drop 1-2 XP, while more powerful doods and bosses might drop substantially more.
L1 0
L2 20
L3 60
L4 120
L5 200
L6 300
And so on.

Resting a full 8 hours will restore 1d6 Stamina points, 1d3 Luck points, and 1 MP for every 3 character levels.

This system is meant to be free-form and fun, with plenty of room for character development and style. I wouldn't want to stick too closely to the rules, except where absolutely necessary. It would be kind of a drop-in, drop-out game, where anyone who's around can post, and would be adjusted accordingly to fit the number of players. If anyone's interested, I can start planning out a quest.
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