Rules and RTJ (start here)   Posted by The Gamesmaster.Group: 0
The Gamesmaster
 GM, 1 post
Wed 2 Jan 2013
at 01:51
Rules and RTJ (start here)
The Riddling Reaver uses the Advanced Fighting Fantasy rules published by Arion Games. Those who own a copy of the rules should feel free to create their own character from scratch or use one of the archtypes from the rulebook.

Those who do not own a copy of the rules are strongly recommend to chose one of the following pre-made characters:

Tarrian - a female human Adventurer armed with spear and sword.

Mannath - a male human Rogue armed with a sword.

Gilbren Stoneaxe - a male Dwarf Warrior armed with an axe.

Elstarir - a male Elf Archer armed with a bow and sword.

Vithrain - a male Elf Wizard armed with a staff (and magic, more importantly!)


All four characters are detailed in the Quickstart rules linked below. Feel free to customise background, personality and portaits though stay away from changing species or any skills or abilities.

After selecting a character pick a Talent from the Talent thread. Multiple PCs can have the same Talent.

The Quickstart rules for Advanced Fighting Fantasy are availble here: http://www.arion-games.com/AFF/CB77000.pdf

This message was last edited by the GM at 20:19, Thu 03 Jan 2013.

The Gamesmaster
 GM, 5 posts
Wed 2 Jan 2013
at 14:00
Re: Rules and RTJ (start here)
Combat

Generally speaking to keep combat going fast I will post the stats for an opponent and leave the player to roll the dice for their foe. For instance an Orc Warrior might be listed as:

ORC WARRIOR
SKILL 6
STAMINA 6
Sword 2 3 3 3 4 4
Rusty Chainmail 0 0 0 0 1 1

So in this fight the player would roll their Attack Strength first followed by the Orc's.

Combat Order

In combat missile attacks are resolved first, followed by magical attacks, followed by hand to hand attacks.

This message was last edited by the GM at 17:16, Wed 02 Jan 2013.

The Gamesmaster
 GM, 6 posts
Wed 2 Jan 2013
at 17:13
Re: Rules and RTJ (start here)
Critical Hits

If a combatant rolls a double 6 while rolling their Attack Strength they have rolled a Critical Hit. If one combatant rolls a Critical Hit they automatically win the combat round even if their opponent as a higher Attack Strength in total. They also inflict double damage and the wounded creature loses 1 point of SKILL, representing bone and muscle damage.

If both combatants roll Critical Hits both take double damage.

Fumbles

If a combatant rolls a double 1 while rolling their Attack Strength they have rolled a Fumble. If one combatant rolls a Fumble they automatically lose the combat round even if their opponent as a lower Attack Strength in total. They also must roll 2d6 to discover the effects of their fumble.

If both combatants roll Fumbles both must roll 2d6 on the Fumble table and both their weapons shatter (exception magical weapons do not shatter.)