Saturday, August 27, 2016

Advanced Fighting Fantasy 2 • Re: Make gamebooks fit AFF2 and new rules

Advanced Fighting Fantasy 2 • Re: Make gamebooks fit AFF2 and new rules

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darksoul wrote:
This thread is my attempt to try to make game books rules and game book events match with existing AFF2 mechanics with minimal alteration to the existing rules. I hope you find something useful and fun here for your game.


NEW TALENT:
Presence: This talent can be called resolve, fear, willpower, faith, evil or honour.
This talent assists with resisting effects that charm, frighten, or paralyze the character. The player makes a regular test of luck roll aginst these situations. On a successful roll he does not lose any luck points. On a failed roll the player loses luck as per normal.
The talent also acts as a representation of the characters moral presence and personality. The player may make a test of luck roll to influence other beings with his personality. (NOTE: Personality section is incomplete. Needs more thinking about and work)

The topic of presence is also talked about in Phantom Doodlers Topic thread on RESOLVE at viewtopic.php?f=13&t=840


NEW RULES:
Sacrifice Armour or weapon: If a critical hit is inflicted upon a character, he can make a test of luck roll and if lucky he can sacrifice either his weapon or his armour to negate the damage. A weapon becomes broken as is only usable as an impovisized weapon. The armour becomes the next lowest type of armour on the list.
(NOTE: Alternatly, the armour is useless. Inspiration of this rule is from sword of the samurai. Not having armour when facing Kappa can result in character being killed instantly)

Additional Armour assistance: Additional armours such as helms, gloves, hard leather boots can all assist in reducing damage from specific types of damage. Boots can prevent snake bits. Helmet can ignore damage to head from falling) (Inspiration for rule is from forest of doom where having a helmet prevents damage from a fall)

Stamina test: To see whether the character has endurance to carry on he rolls 3d6. If it is under current stamina score he endures the difficulty. If it is over current stamina score,then he fails.

Fighting Abilities: (Incomplete. The idea is to treat combat options and abilities such as iaijutsu and heroic jumping from sword of the samurai as Spells)


Very good, maybe helmets would protect 1 on a roll of 1. Hauburks protect all but the head and 1 is a 0 so a roll of 1 is a head shot.

Statistics: Posted by Lorian — Sat Aug 27, 2016 8:43 am






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August 27, 2016 at 04:34AM

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