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''Fighting Fantasy - The Introductory Role-playing Game'' is a British roleplaying game based on the ''Fighting Fantasy'' and ''Sorcery!'' gamebooks, published in 1984. A second version was published in 1989 as ''Advanced Fighting Fantasy'' (AFF). It takes place in the world of Titan. == The game mechanics == The rules of ''AFF'' are adapted from the rules of the ''Fighting Fantasy'' gamebooks. This system is based on skills (no class nor level), here called "Special Skills". A player character, called Hero, is defined by: * four characteristics: Skill, Stamina, Luck, Magic; they range from 7 to 12 except for Stamina which ranges 14-24; * his race: Human, Dwarf, Elf; * a set of special skills: Combat, Movement, Stealth, Knowledge and Magical special skills; special skill values usually range from 0 to 4; * a few Talents, which are special features such as Animalfriend, Natural Mage, Robust, Weaponmaster… * a Social Class, from 0 (beggar, criminal) to 10 (king). The creation of a Hero starts with the choice of a "concept", e.g. a Knight of Salamonis or a Student from the magical school of Yore — this has no influence on the attributes and is more a background guideline. Unlike the gamebooks, the characteristics and special skills are not rolled but are bought with creation points. The rules provide archetypes which allow a fast creation: Adventurer, Archer, Barbarian, Priest of Telak, Rogue, Warrior, Wizard… There are three types of tests: * unopposed test: a roll of two six-sided dice (2d6) must be less than the sum of a characteristic (usually Skill, sometimes Magic) and a special skill; this is an extension of the Skill tests of the gamebooks; * opposed tests: each character roll 2d6 and adds Skill and a special skill, the highest wins; the is an extension of the combat procedure of the gamebooks; * Luck test: same as the gamebooks rule. The rules provide difficulty adjustments for given situations (e.g. -5 to the Climbing special skill when wearing a plate armour). The combat rules are the same as the gamebooks', except that the points of damage (Stamina loss) are determined randomly: the attacker rolls 1d6 and reads the points of damage on a table (one for each weapon), the defender does the same to apply the damage reduction from his armour. There are a few combat options: Luck test to increase or reduce the damages, surprise, feint… A spellcaster must have a least 1 in the Magic characteristic and one point in one special skill: Magic-Minor, Magic-Priestly, Magic-Sorcery or Magic-Wizardry. There are three types of magic: * Minor magic: the Cantrips are easy-to-cast spells with limited effects; * Religion: each god bestows his priests three general powers (the same three for all his priests) and one specific power; * Sorcery: this type of magic was created in the Old World, and does not draw its energy from the surrounding environment but from the sorcerer's own Stamina, and from material components; this is the adaptation of the magic system of the ''Sorcery!'' gamebooks; * Wizardry: the Wizard studied in a school to learn to use the invisible arcane power that permeates the world of Titan. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Advanced Fighting Fantasy」の詳細全文を読む スポンサード リンク
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