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DOWNLOAD Ô Dungeoneer Advanced Fighting Fantasy ¾ [Reading] ➿ Dungeoneer Advanced Fighting Fantasy ➶ Marc Gascoigne – Now you and your friends can create your own fantasy movies Imagine that you are the director and your friends are the cast of heroes Will you send them to battle with the eviIc Lore detailed damage tables during combat spells and an Oops table for spells that are miscast and a detailed guide to running an AFF game specifically focusing on dungeon adventuresAlso in the book are two adventures The first AFF adventure entitled “Tower of the Sorcerer” is a small basic dungeon crawl which presents a easy introduction to the rules The second adventure “Revenge of the Sorcerer is far longer and offers the opportunity to explore Port Blacksand and the sewers beneat. Allright add on No no less


R and actors So are you ready Then let the cameras rollThis Fighting Fantasy volume was the first in the long awaited Advanced Fighting Fantasy or AFF series building upon the foundations laid in the Fighting Fantasy™ Introductory RPG by Steve JacksonThe introductory book is aimed at the novice role player who is also a fan of the Gamebook series and introduces the basic rules of the AFF system including the introduction of Special Skills that a player can specialise in such as Climb or Mag. Whereas the original Fighting Fantasy The Introductory Role playing Game book by Steve Jackson turned the choose your own adventure rules into a role playing game without adding much except advice and a couple dungeon adventures Dungeoneer fleshes out the rules enough to get you past your third session This is a complete self contained rule set perfect level for primaryelementary school age first time rpg playersThe Fighting Fantasy game system is very very simple Combat is 2d6 plus your Skill score called Attack Strength versus the monster’s 2d6 plus Skill score highest wins For all other tests of Skill climb bribe detect traps roll 2d6 under your Skill Dungeoneer adds to this Special Skills so for combat this would mean rolling 2d6 plus Initial Skill plus your weapon skill sword javelin etc on top of that – the usual range for Special Skills is 1 – 4 with 4 being ‘master’ level at which you can teach others As written only combat is done with these kinds of opposed rolls everything else is still the standalone roll 2d6 eual or under the Skill number just that now you can have extra points in a specialisation locksmith riding a horse etc However as introduced in the excellent Troika a rpg based on Fighting Fantasy and available as a free pdf it’s much better to make the Special Skills opposed rolls wherever possible So if you’re chasing someone roll 2d6 Skill Run versus their 2d6 Skill Run highest wins Or for something like lock picking you can choose a skill level of the lock smith and roll against that Using the roll under FF rules often doesn’t make sense as it doesn’t take account of external factors; much better to have Disguise versus the Awareness of the person you’re trying to fool rather than a blanket roll under Disguise which feels strangely dislocated from the rest of the world even when applying penalties and bonuses And there are lots of lists here penalties and bonuses to Special Skill rolls but I can’t imagine ever using this level of detail in such a simple system It’s easier as a games master just to remember 6 for impossible through to 4 for very easy and use that In Dungeoneer new rules are given for player characters to use Magic and is treated as a single Special Skill so any spell you attempt will be 2d6 rolling under Initial Skill Magic with the penalty that every point you take in Magic deducts one point from your Initial Skill I think this is to reflect that wizards should be the kind of people that have seuestered themselves in lonely towers dedicating their lives to the pursuit of esoteric knowledge making them physically weak and incapable But it’s not much fun the above mentioned Troika treats each spell as a separate skill and there is no Initial Skill penalty – this works much better Casting a spell costs Stamina you start with 2d6 12 Stamina and spell costs range from magically locking a chest Lock Stamina cost 1 to instant death Death cost 10 Starting characters can’t learn spells that cost than 4 Stamina – this is important otherwise they’ll be overpowered Some of the spell Stamina costs are off Mirror Selves for example is way too powerfulDungeoneer does include the Oops table which is a great addition On a fumbled Magic roll rolling a double 6 a 3% chance roll on the table to find what horrible magical disaster occurs – this could range from the ridiculous the caster’s hair grows rapidly and uncontrollably to the deadly all that’s left of the wizard is a pair of smoking boots All good stuff In fact I’d add much critical and fumble tables for combat too You can also play a non human now an elf or dwarf There are no bonuses to choosing a non human but there are restrictions dwarves must take 1 Special Skill point in Axe Underground Lore and Dark Seeing for example Weapon damage has been improved rather than do the plodding 2 points of damage as per the original FF rules now you roll a die on a damage table However weapons only usually do an underwhelming 2 – 4 damage so there’s not much fun in rolling it Now when you test for Luck in combat you add two to the damage roll rather than doing 4 points of damage total You are assumed to be wearing armour if not then 2 is added to the damage roll Shields reduce the damage roll by 2 but also Weapon Skill I assume they mean Attack Strength by 2 which makes them a liability no one will be using shields Often characters fight multiple opponents a whole pack of goblins or whatever it’s something that comes up a lot The rule here for fighting multiple opponents is that you choose one enemy to actually engage with and do damage to the rest you still roll and compare Attack Strength but only to see if you take damage or not There is a Skill penalty for each additional opponent so if you’re fighting three bad guys that would be at 2 to all Attack Strength rolls If the player is fairly seasoned and competent and there are multiple low level enemies this can get really tedious Troika deals with this much better introducing a new initiative system – tokens are drawn from a bag participants have multiple tokens This means you could be attacked by the goblins three times and not get to act at all or you could cut down two goblins before they can choose to do anything This improves things no end Dungeoneer also introduces experience points one to three per adventure They can be spent on 10 xp per one point of Initial Skill and I wouldn’t even allow that to be honest – player abilities escalate too uickly and then everything becomes a walkover Better to keep Initial Skill static and just let them improve Special Skills at 1 xp to 1 point of Special Skill Player character power is already a big problem in Fighting Fantasy – just look at the sample PCs at the back of the book all bar one have skills in the 10 – 12 range That means these starting characters have a 92 to 100 per cent chance to succeed before they’ve wandered into their first adventure That’s just a games master headache waiting to happen better to scale it all down At the back of the book we get six pages of monsters each given one line of stats and one line description Nothing exceptional here but gives a decent framework so you can come up with your own There are two adventures included the first Tower of the Sorcerer is a linear dungeon crawl single rooms off one corridor with a twist at the end Fun The second one Revenge of the Sorcerer is linked to the first and in two parts A city adventure in Port Blacksand followed by another dungeon Running a city is tough but they make it workable – there are a few key locations the PCs are led to and there are a few random encounters city guards urchins that kind of thing to make the city come alive It worked fine for us and has become a base of operations now – Port Blacksand is properly fleshed out in the next book in the series The second dungeon is not great and if I ran it again I would completely rewrite it There is a little bit on what the adventurers do outside the dungeon having their own base of operations and getting a regular job how to design adventures and campaigns All very basic stuff but also important This along with the new rules for magic special skills and experience make Dungeoneer everything the original Fighting Fantasy book should have been a light hearted bog standard fantasy rpg good for at least one campaign

Marc Gascoigne ↠ 1 DOWNLOAD

Dungeoneer Advanced Fighting FantasyNow you and your friends can create your own fantasy movies Imagine that you Dungeoneer Advanced ePUB #8608 are the director and your friends are the cast of heroes Will you send them to battle with the evil wizard or recover the Dragon's hoard The choice is yours and Dungeoneer makes the exciting world of fantasy role playing accessible in a thoroughly user friendly mannerYou can start straight away and introduce complex rules and scenarios as you and your friends gain experience as directo. This book is a relatively complete introduction to the Advanced Fighting Fantasy roleplaying game system adapted and added to from the solo choose your own adventure style Fighting Fantasy game books by Steve Jackson the British one and Ian Livingstone for those wishing to lead a group through some adventures A previous book Fighting Fantasy the Introductory Roleplaying Game had introduced an even simpler set of rules This book adds a specialized skill system before there was one generic skill stat and a magic system some Fighting Fantasy games included spell casting notably the Sorcery series However only about half of it is rules for running a game The rest consists of laying out two basic interrelated adventures including some premade characters for players to use on their first adventureThe central metaphor for the adventures detailed and how to run a game in general is that of a movie the person running the game what in other games is called the game master or dungeon master is called the director The player characters are the stars of the show and each section of the scenario describes location plot summary props suggestions for aids to help set the scene etc cast list monsters and non player characters the character may encounter there stats and attitude etc and action what will or can occur in this part of the scenarioIn this system there are three stats Skill Stamina and Luck This system adds the complication that the player can give his character certain specialized skills such as facility with a weapon at a higher rate then there base skill and sneaking There are over 33 skills including about 13 skills which are simply facility with different weapons The most complicated skill is the magic skill and associated spells Another complication are rules for rolling for damage in combat and ranged weapons Other game books for this system like Out of the Pit do not take into account these rules There are a few summary descriptions of monsters that get a longer description elsewhere Out of the Pit a list of prices for common items a longer list is found in the book Titan likewise there is a random treasure table similar to one from Out of the PitThe writing is punchy and generally easy to understand the idiom is British English so a few turns of phrase may strike someone from North America etc as odd I am not sure how well it prepares someone the director for running a game but all the basic material is there and it seems like it could work Such a minimalist game design hopefully reduces the complexity of running the game but may reuire a lot of the director's improv abilities The ideal suggested by the book may be a bit inflexible the director seems encouraged to railroad the players down a single path rather than allowing them to play off the scenarios described in unexpected waysThe book is peppered with illustrations some good some a bit rough and some repeated many times Less illustrations than some of these books but still a fair number