Fighting Fantasy House Rules

Last 3 Edits

13th March, 2020

  • Added Key Terms section at the start and info for crits.

18th Feb, 2020

  • Changed Defense back to a static number.

13th Feb, 2020

  • Adjusted Starting Defence. It was too low (cut n paste error).
  • Added Advantage and Disadvantage.
  • Adjusted the crit table and wording of crit attacks.
  • Added auto hits.
  • I made Defense a ROLL. Could not find a suitable static number without making things too easy or too hard to hit.
  • New mechanic for spells 'expended for the day'.

KEY TERMS

Ability Checks. You want to roll low for checks. Typically, you roll 2d6 and compare them to your current score. If you roll under, you succeed.
If you roll double 1's you have a critical success on your check. You are able to achieve something a little extra to what you wanted to do. If a Luck check, this could simply restore the Luck point you would have lost.
If you roll double 6's then you have exhausted your reserves a little and you lose one point from the Ability you are making a check for. If this roll also means you fail, then it can be considered a critical failure and the GM can come up with some sort of disadvantage you now have as a result of that roll.

Attack & Defence Rolls. You want to roll high for attacks. Attacks and Defence are different. When rolling either of these, you roll 2d6 and ADD them to your relevant score.
(See the Combat section below for more details, including critical successes and failures.)

Advantage. If you have some sort of advantage on the roll, you roll and extra die (usually for a total of 3d6) and take the best two rolls.

Disdavantage. If you have some sort of disadvantage, you roll an extra die (usually for a total of 3d6) and take the worst two rolls.


CHARACTER CREATION

Abilities. You can go through and roll for each individual ability or the GM may let you roll 6d6 and assign them as you please to each of the abilities: Luck, Physical Skill, Defense, Stamina (2 dice) and Mental Skill.

RACE

Select a race that is available in that setting.

Race.jpg

Races will give you:

  1. some unique features (usually no more than two)
  2. an increase to one of your starting abilities
  3. your base speed
  4. your starting languages
  5. 2 Specialties

If the GM has not determined these features, they are very easy to adapt on the fly from statistics for other games such as D&D, AGE, etc.

The GM might even assign drawbacks (like we do in other systems). Adapt the drawbacks to suit these rules. Just like in D&D you get a benefit for each drawback too. These are extra specialties.

BACKGROUND

What was your character before you were an adventurer? Plenty of other games have backgrounds for ideas.

You get 2 Specialties from your background. (If using D&D, the skills or other proficiencies are a good guide).

CONCEPT

This is the type of character your want to play. Are you a spell-slinging wizard, a heavily armored knight or a sneaky rogue. Other systems have lots of ideas here. In D&D they are classes.

You get 2 Specialties from your concept. (If using D&D, the skills, starting proficiencies or class features are a good guide).

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ABILITIES

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LUCK

Starting Luck. 6 +1d6

You can call for a Luck roll practically at any time. The GM will tell you if it is not possible.

Any time you make a Luck roll, your Luck ability is reduced by 1. (This is only temporary - see RECOVERY below).

Typical things you can use Luck for:

  • To reduce damage (by an amount equal to which you succeeded your roll). If you roll right on your current Luck score, the damage is still reduced by 1.
  • To increase the damage you deal. Again by 1 for every point by which you succeed.
  • To find something.
  • To replace a skill roll.

SKILL

We have split Skill into Physical Skill and Mental Skill. Skill still operates the same. You make checks by rolling 2d6 dice and you must get under your current score.

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PHYSICAL SKILL

Starting Physical Skill. 6 +1d6

Used for all manual activities, including attacking with weapons.

It is hard to lose physical skill.

Attack Rolls. Attack rolls operate slightly different to other skill checks. When making an attack roll, you ADD the result of 2d6 to your current Physical Skill. If your total is higher than the target's current Defense then the attack hits.

MENTAL SKILL

Starting Physical Skill. 6 +1d6

Used for all knowledge, lore, will power and social interaction checks. It is also used for spell casting. (See MAGIC below)

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DEFENCE

Starting Defence. 9 +1d6

This is your ability to avoid harm. If an attacker rolls equal to or higher than your Defence value, the attack hits. If your Defence is higher than the attack result, the attack misses.

Armor. Wearing armor improves your defense, but can also hinder dexterity and nimbleness. The penalty to skills applies to Physical Skill rolls that involve movement, such as jumping and tumbling (but not attacks) and to Mental Skill rolls for Casting Spells (but not follow up rolls from that spell, such as an attack roll).

Armor Type Bonus to Defence Skill Penalty
Light +1 -
Medium +2 -1
Heavy +3 -2

STAMINA

Starting Stamina. 12 +2d6

Stamina is still used as health. It is also a measure of robustness and determines how much you can carry.

Dying. If your Stamina is reduced to 0, you are considered to be dying and will die if you start your next turn on 0 Stamina.

There are a few ways to avoid death:

1. If someone performs a successful Mental Skill roll as an action to heal you, you are stabilised. You do not regain Stamina but remain on 0 Stamina. You are no longer dying. If you take damage again, you are no longer stabilised and are once again dying. If you are stabilised you can still act, but you only roll 1d6 for any actions taken, and your movement is halved.

2. If you make a successful Luck roll, you do not die this round. (If you manage to make three successful Luck checks whilst on 0 Stamina, you stabilise as detailed above).

3. Magic. Someone may cast a healing spell on you or give you a magical potion. These will instantly restore Stamina and you can act as normal on your next turn.

Encumbrance
Similar to our ALL - Encumbrance rules. You can carry a number of items equal to your Stamina. If over encumbered, your speed is reduced and if you are heavily encumbered, you only roll one die for Physical Skill checks.


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SPECIALTIES

Specialties are bonuses that come from character race, background and concept. Use backgrounds, classes and races from other games to determine these. You get 2 Specialties from each of race, background and concept.

The GM can help you adapt other game systems, or you can make these up based on your concept. All specialties can only be taken ONCE.

Basically, a Specialty gives you a bonus of +1 or reduces penalties by one in one specific part of the game. For example, they can't grant +1 to all weapon attacks, but they can grant +1 with one weapon group.

Skills, weapon group proficiencies, languages, etc. from other games are all possibilities.

Specialty Ideas

  1. Gain +1 attacks with 1 weapon group.
  2. Reduce the penalties of one armor type by 1 to movement and dexterity checks.
  3. Reduce the penalties of one armor type by 1 to spell casting checks.
  4. Increase the armor benefits of one armor type by 1.
  5. Increase the damage by one for weapons of one weapon group.
  6. Increase Mental Skill by +1 for specific lore checks, such as: history, arcana, religion, nature, healing, warfare, the arts, engineering, etc.
  7. Increase Mental Skill by +1 for specific social interaction checks, such as: persuading, intimidating, deceiving, etc.
  8. Increase Physical Skill by +1 for specific checks such as: jumping, tumbling, balancing, climbing, swimming, sneaking, strength, sleight of hand, etc.
  9. Increase Speed by 5 feet (1sq).
  10. Reduce the Spell Modifier by 1 for all spells of one Arcana Path.
  11. Increase damage of spells from one Arcana path by 1.
  12. Be able to carry 1 more item before being encumbered.
  13. Speak 1 additional language.
  14. Increase Mental or Physical Skill by +1 when you are using a particular gaming group, tool set, or vehicle group.
  15. Increase Defense by 1 vs a particular type of enemy such as beasts, undead, giants or dragons. (If you choose humanoids, a specific race or group must be chosen).
  16. Increase damage by 1 vs a particular type of enemy such as beasts, undead, giants or dragons. (If you choose humanoids, a specific race or group must be chosen).
  17. Increase attack rolls by 1 vs a particular type of enemy such as beasts, undead, giants or dragons. (If you choose humanoids, a specific race or group must be chosen).
  18. Increase Mental Skill rolls by 1 vs a particular type of enemy or ally such as beasts, undead, giants or dragons. (If you choose humanoids, a specific race or group must be chosen). Does not include spell attack rolls.
  19. Increase Physical Skill rolls by 1 vs a particular type of enemy such as beasts, undead, giants or dragons. (If you choose humanoids, a specific race or group must be chosen). Does not include weapon attack rolls.
  20. Restore 2 extra Stamina points to one creature following a rest.
  21. Choose one ability. You can use your reaction to give one ally within 30 feet a +1 to this ability. The target must be able to see and hear you. (This may be a leader's shout ability or something like a bard inspiring his fellows).
  22. Add 1 Arcana Path. You MUST already have access to Arcana Paths to do this. (So you have already paid the price of at least 2 Ability points).
  23. Gain a side-kick.
  24. Gain an animal companion.
  25. Gain a familiar. (Must be able to cast spells).
  26. Gain a class feature from another system, that the GM can easily adapt and port over.
  27. Gain 1 extra initiative card.

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COMBAT

Initiative. Cards are dealt for initiative, just like all of our other games.

Speed. Use same as D&D. Basically, 30 feet for most races.

Turn. On your turn, you can move your speed and take 1 action, such as attack, cast a spell, etc. You can interact with one item freely as part of that action. Such as drawing a sword and attacking, or pushing open an easy door when moving.

Attack Rolls. As outlined under Physical Skill and Mental Skill above. Attack rolls are different to checks; you ADD the 2d6 to your Skill. If your roll beats the target's Defense you hit and deal damage.

Damage. The GM will work out most damage, but the typical 'hit' deals 2 damage. Here are some damage examples.

  • Tiny weapons (fists, daggers): 1 damage. (D&D: 1d4 or less)
  • Small/light 1 hand weapons (shortsword, javelin, shortbow): 2 damage. (D&D: 1d6)
  • Medium/1-2 hand weapons (longsword, spear, mace, longbow, crossbow): 3 damage. (D&D: 1d8-1d10)
  • Big 2 hand weapons (greataxe, two-handed sword): 4 damage. (D&D: 1d12, 2d6)
  • Every 10 feet fallen: 2 damage
  • Burnt by torch: 1 damage
  • Fall in small fire: 2 damage
  • Fall in large fire: 4 damage

Automatic Hits. If you roll two 6's on your attack dice, you automatically hit your target regardless of their Defense roll (unless they also rolled two 6's - then you resume as normal (highest wins).

Critical Hits. If you roll two 6's on your attack dice AND if you beat your target's Defence, you have scored a critical hit. You deal double damage and roll 1d6 for an extra Critical Hit Effect:

d6 roll Critical Hit Effect
1 Target is knocked back 5 feet
2 Target drops weapon or is knocked back up to 10 feet
3 Target is knocked prone
4 Target's Physical Skill is lowered by one
5 Target's Defense is lowered by one
6 The next attack vs the target gets advantage if it is made before the target takes its turn

RECOVERY

Short Rests. These last for 1 hour.

If you have sufficient water, food and rest, you regain 4 Stamina.

Long Rests. This is 6 hours of uninterrupted sleep. You can only take one long rest in any 24 hour period.

If you have sufficient water, food and rest, you regain 8 Stamina.

Following a long rest, you regain any spells that were marked 'Expended for Day'.

Instead of regaining Stamina, you can give up 4 points you would have received to restore 1 lost Luck, Skill or Defense point.


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MAGIC

Starting Arcana. Magic has a cost. To start knowing magic, you must subtract 2 from your starting (and therefore maximum) abilities. You can take the 2 points from a combination of: Luck, Physical Skill, Mental Skill, Defense or Stamina.

For every ability 2 points you deduct you gain 1 Arcana Path. We are using the Arcana Paths from the AGE roleplaying game. Every 2 ability points deducted gets you 1 rank (Novice) in a different Arcana Path or you get the next rank in a path you know. Paths have three ranks: Novice, Journeyman, Master.

Casting Spell Rolls. To successfully cast a spell first you must succeed on a Mental Skill check (2d6, trying to get under your Mental Skill score). If you fail the check, the spell simply does not work and your action is wasted. You can cast your spells as many times as you like until they are marked: Expended for Day. Spells marked as such cannot be cast again, until after a long rest.

If you roll double numbers on a spell casting check (regardless of whether the spell is successful or not) that spell is marked Expended for Day.

Spell Modifiers. Some spells require more complex gestures and require more mana (or energy) to cast. The spell modifiers are based upon the spell Target Numbers from the AGE system. Apply these modifiers to your Mental Skill before making the spell roll.

AGE Target Number FF Spell Modifier
Up to 7 +2
8-9 +1
10-11 +0
12-13 -1
14-15 -2
16-17 -3
18+ -4

Resisting Spells. Some spells will allow the targets to make a skill check to avoid the effects. These are usually area spells or ones with ongoing effects. The skill roll made to resist the spell's effects will depend in the nature of the spell as to whether it is Physical or Mental skill. (These are like saving throws in D&D).

Spell Attack Rolls. If spells directly target other creatures and damage them then this is an attack. Like making a weapon attack, you roll 2d6 and add to your current Mental Skill score. If this exceeds the targets' defense check, the spell hits.


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