Fantasy Dice

Fantasy Dice was first released as the system used in the Crimson Exodus setting which has elements of both high and low fantasy. Fantasy Dice has since been released as a stand alone system featuring an updated version of the game system.

It aims to keep GM prep simple with one stat NPCs, and while the rules are crunchy and tactical everything is dice based. Fantasy Dice could be said to simulationist in that it tries to model medieval era combat and harm to the body in a semi-realistic manner, but is a simple and fast moving game thanks to a minimum of book-keeping, small dice pools and practically no math required to resolve challenges and combat.

A fairly traditional game system, but borrowing many elements from modern indie games and is skill based without classes. Wealth is a stat which allows characters to afford items up to a certain value.

Character Creation

Fantasy Dice is a skill based system and so selecting skills is one of the main parts of creating a character. Everyone have the same number of basic skills and one professional skill they are very good at. They must then choose to either learn several skills or a few skills they are good at, or a combination as the player sees fit.

There are 8 attributes which depend largely on race (referred to as "people") and the human average is 2. Attributes are linked at character creation, which means that to adjust strength up by one, agility must be adjusted down by one. One attribute can be adjusted up during customisation, but that means additional wealth or skills cannot be selected.

Players choose 2-3 characteristics as well as a grand aspiration, immediate aspiration and counter aspiration for their character. These help define the character and tells the GM what the player wants for his character, and can be triggered to give the character an advantage or backfired by the GM for a complication.

Task Resolution

Each skill has a rating from D4 to D12, as well as a few specialities (typically 1-3). Attribute rolls always use D8.

Difficulties rate from easy (2) to insane (12).

Task resolution is done by rolling a number of die equal to the skill's associated attribute (average 2) with one bonus die for skill speciality. The die rolled is the die rating of the skill and this must be equal or over the target difficulty or beat the opponent. Only the highest result counts (no addition or subtraction involved).

Roll Scaling

  • Scale Up:can be used to sacrifice a die to get a higher die type. Example: A skill of 3D6 can be scaled up to 2D8 or 1D10.
  • Scale Down:can be used to add a die by reducing the die type. Example: A skill of 3D8 can be scaled down to 4D6 or 5D4.

The degree of success of failure can result in marginal, normal or exceptional failure or success.

Character aspirations (goals) and characteristics can be triggered by spending ammunition to take the best result, roll extra dice and avoid harm and fatigue. Spent triggers are collected by the GM who uses them for the aspiration and characteristics of important NPCs or to backfire the characteristics and aspirations of players.

Combat Resolution

Combat is divided into rounds with everyone having a main and secondary action. Notably character's must spend actions to defend (dodge, block, parry) or are relatively easy to hit, but a good defence can lead to an immediate counter attack.

Special tactics can give additional dice for attacks or defence, make the attack targeted or more inflict more serious wounds.

Wounds are inflicted according to the weapon used and success of the attack, and D8 is rolled with the attack to determine location (unless targeted). Only the most severe wound matters during the combat and will either impose a wound penalty or incapacitate the character, but every time a character is wounded he is stunned (depending on the severity of the wound and the toughness of the character) giving him a disadvantage for the rest of the round and the next with a -1D penalty.

Post trauma is resolved after combat for such things as fractures, internal trauma, bleeding and shock.

Armour reduces the severity of wounds, but some weapons have a penetration rating which reduces the effectiveness of armour.

Social Conflict

Social conflict is based on trying to shift bias (how hostile or friendly the character is perceived) using roleplaying and then rolling a skill such as Smooth Talking or Dominate to determine the final outcome when necessary.

Character Development

Character development is handled with experience points awarded in a number of categories based on player participation in various areas such as overcoming challenges, coming up with theories and ideas, drawing a map, fun roleplaying, achieving character goals and so on.

Metaphysics

Uses skill based arcane arts, with three distinct arts:

  • Witchcraft: requires blood and sacrifices for invocations to control the spirit in all living things and create familiars
  • Sorcery: Hard and slow working elemental art to bend fire, water and wind to the sorcerers will
  • Black Arts: Dangerous and forbidden art using runes, glyphs and touch to control the demon in all living things and animate the dead

All the arcane arts cause fatigue and carry risks such as plague, insanity and warping the laws of nature.

Publishing Company

Chronicle City
DriveThruRPG

Games

Crimson Exodus

Designers

  • Claus Bornich

Links

System Analysis

Strengths

Weaknesses

House Rules

Notes

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