Core Rules
Choose your character type, such as WARRIOR, SORCERER, or ROGUE.
Your initial SKILL is 7.
Your initial STAMINA is 1d6+6
Your initial LUCK is 1d6+6
Choose three Special Skills to complete your character, and note any equipment your GM allocates (usually a weapon, a backpack, some coin and rations, and optional potions).
Now, since most of the FF rules are easy to remember, you can start playing.
Test for Skill when character abilities and Special Skills are on the line.
Test for Luck when chance and happenstance are the deciding factor.
Roll probability (x in 6) when the chance of success depends on a variety of factors, including the external circumstances and the soundness of the player's plan.
In combat, the highest roll plus SKILL hits, and the standard wound is 2 STAMINA. Bigger creatures can ATTACK more than one target per round, but never roll more than once.
Apply modifiers freely as the conditions and tactics on the battlefield change.
Your initial SKILL is 7.
Your initial STAMINA is 1d6+6
Your initial LUCK is 1d6+6
Choose three Special Skills to complete your character, and note any equipment your GM allocates (usually a weapon, a backpack, some coin and rations, and optional potions).
Now, since most of the FF rules are easy to remember, you can start playing.
Test for Skill when character abilities and Special Skills are on the line.
Test for Luck when chance and happenstance are the deciding factor.
Roll probability (x in 6) when the chance of success depends on a variety of factors, including the external circumstances and the soundness of the player's plan.
In combat, the highest roll plus SKILL hits, and the standard wound is 2 STAMINA. Bigger creatures can ATTACK more than one target per round, but never roll more than once.
Apply modifiers freely as the conditions and tactics on the battlefield change.
Playing FF as a Freeform Game
From then on, the GM is free to work like the author of an adventure gamebook to develop and extend the rules according to the direction the game takes.
Experience
At certain key points in the campaign, characters advance 1 SKILL and 2 STAMINA. Advances in LUCK are rare and memorable.At first, SKILL 7 characters will be able to defeat only weaker creatures (goblins, orcs, rat men, wolves); choose their foes carefully, and encourage "inventive" tactics. Common Trolls have SKILL 8. In this world, many stronger creatures become deadly terrors, dreadful, lurking threats to be avoided or outwitted, at least until the adventurers gain a few SKILL points.
Humans have a maximum of 12/24 in SKILL, LUCK, and STAMINA. Dragons are always terrifying.
Combat
STAMINA damage is weariness as well as wounds and shock. Player characters are truly injured at zero STAMINA.Most weapons begin at 2 damage, but over time the characters may discover finer weapons, or come across armour with a x in 6 chance of stopping a point or two of damage.
Arrows (test of Skill to hit) become an important strategy to wear down a foe before closing for battle.
I've been playing since the 90's and few systems enable such freedom as Fighting Fantasy does! Fixing Skill at 7 really solves balance issues between characters. Great job!
ReplyDeleteYes, if you start SKILL at 7, I realized it becomes more like your level: a measure of experience and expertise. Then, as you progress, you can take on greater challenges, more deadly monsters. Thanks for your comment.
DeleteWould you handle LUCK the same way (decreasing on each test?) - one problem I have with solo play of FF is how to replenish LUCK in a “fair way”
ReplyDeleteHrm, I may have answered my own question by just using this guidance from Troika 3rd edition:
Delete> For every 8 hours rest you may regain 2d6 Luck. Luck may not exceed the starting value rolled at character creation save for exceptional situations. Running out of Luck inflicts no special penalty
Seems straightforward.
Yes, I’d play LUCK by the book, dropping 1 point per test. Some characters would be “lucky scoundrels” as initial LUCK will vary, like STAMINA.
DeleteOne of my regrets is that I discarded my copy of the Fighting Fantasy introductory rules book on one of my international moves, but I recall that you could win back LUCK for fortunate discoveries, like finding a key to the treasure room further along, and I like the idea of awarding LUCK for exploration, testing the environment, handing a coin to the right beggar, and so on (it’s always a good idea to toss a coin to a beggar in FF!).
In any case, restoring LUCK after each adventure/long rest seems right to me, especially in solo play.