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Dice and Battle Tutorial

This tutorial will instruct you in the ways of rolling dice and how to fight in a battle. This tutorial is done in a chat room format in order to present examples courtesy of my two volunteers, Alexis and Alexander. Read carefully...

Holyknightsteve: Welcome to the Final Fantasy: General Tactics battle tutorial! In this tutorial, you will learn how to roll dice, fight badguys, learn about allies, how to use magic, and you shall witness the results of the end of a battle!
Holyknightsteve: I would now like to introduce my two cheerful(?) assistants, Miss Alexis Rose and Mr. Alexander Drake! Say hello you two!
OSoujiro TenkenO: Pleased to be here Alec.
lukiaoflights: ::waves:: Hi hi!
Holyknightsteve: Now then, why don't we show our new friends the most basic part of our grand rpg: how to roll dice! Who wants to volunteer?
OSoujiro TenkenO: -= Pushes D forward. =-
lukiaoflights: ...okay, okay, I volunteer! ::bounds foreward::
Holyknightsteve: Ok Alexis! Now Alexis, let's first show our friends the most basic command, //roll.
lukiaoflights: ::poses goofily:: GYAAAAAHHHH!!!
*OnlineHost*: lukiaoflights rolled 2 6-sided dice: 1 2
lukiaoflights: ::bows::
Holyknightsteve: Excellent job! As you can see, the command //roll caused 2 6-sided dice to be rolled.
Holyknightsteve: In FFGT, we use several kinds of dice as well as varying numbers of said dice. So how do we roll different or more dice? Slexis, would you care to explain?
OSoujiro TenkenO: -= Sits there, sharpening his sword with the use of a small rock. =-
lukiaoflights: The roll command can be extended by adding certain conditions to the dice
Holyknightsteve: Such as?
lukiaoflights: the main structure is //roll-dice#-sides#
lukiaoflights: so //roll-dice4-sides10 would produce
*OnlineHost*: lukiaoflights rolled 4 10-sided dice: 6 3 1 3
Holyknightsteve: Excellent job! Couldn't have put it better myself!
Holyknightsteve: There really is no limit to the number of dice or sides you use. One could create something strange such as using 11 134-sided dice.
*OnlineHost*: Holyknightsteve rolled 11 134-sided dice: 104 51 32 71 126 2 33 75 62 97 83
Holyknightsteve: Just like that. But don't worry... we won't use that many sides or dice. It's just an example.
Holyknightsteve: Now that you have these dice,, what do you do with them? They are used for battling and using skills.
Holyknightsteve: As you have read in the character creation tutorials, each statistic has it's own use in battle and adds to your overall battle prowess. Here to show you how the system works is Alexander. ::steps aside::
OSoujiro TenkenO: -= Does the Sean Connery accent. =- Below me Alec.
OSoujiro TenkenO: Well kids.
OSoujiro TenkenO: The first thing that happens once you get into this thing that I like to call "combat" things change.
OSoujiro TenkenO: To start off, initiative is rolled. Initiative decides the order of turns in combat.
Holyknightsteve: And how is initiative determined Alexander?
OSoujiro TenkenO: Well Alec, this score is determined by your roll on this thing that we call the "initiative roll."
Holyknightsteve: Oh yes, don't we use 1 10-sided die, or, 1d10 to determine that?
OSoujiro TenkenO: In order to do this "initiative roll" you must use the previously mentioned method of rolling dice, as shown to you by my colleagues.
OSoujiro TenkenO: Yes, I do believe you are correct.
*OnlineHost*: OSoujiro TenkenO rolled 1 10-sided die: 5
OSoujiro TenkenO: There.
OSoujiro TenkenO: I've rolled a "5"
OSoujiro TenkenO: But.
OSoujiro TenkenO: That's not all kiddies.
Holyknightsteve: Good! Now, was there something that you added to the initiative roll?
Holyknightsteve: Really?
OSoujiro TenkenO: Indeed there was, Alec, remember that little thing called "Speed" that you chose not to add any points to?
Holyknightsteve: Oh yes! I didn't know what initiative was so...
OSoujiro TenkenO: Well, that stat, which we'll call the "Speed Stat." is added to your "Initiative Roll." To get your total score, which we'll call, the "Initiative Score."
OSoujiro TenkenO: In other words, with my Speed of "6", and roll of "5", my "Initiative score" will be "11."
Holyknightsteve: Wow! That's much higher than what you initially rolled! I guess speed really helps!
OSoujiro TenkenO: Indeed it does Alec!
Holyknightsteve: Ok then Alex... what comes after initiative?
lukiaoflights: Oh! Oh! ::raises hand:: stabbing!?!
OSoujiro TenkenO: ..
Holyknightsteve: ::friendly laugh:: Soon enough Alexis.
lukiaoflights: Aw...
OSoujiro TenkenO: Well, after initiative is rolled, and it's finally your turn, you have a few choices to make.
OSoujiro TenkenO: There are a few things that you can do kids. The simplest of which is to take whatever weapon you have, and attack with it.
Holyknightsteve: Seems easy enough, but just how do we do that?
OSoujiro TenkenO: Well, first, you'd type up your attack, like so:
OSoujiro TenkenO: -= And then that heavy bastard sword would be lifted up over his head as his left leg slid forwards, before his hips would pivot and arms would come down, bringing the blade crushing down into the monster's skull. =-
OSoujiro TenkenO: After this, you'd roll your proficiency, to see if you attack connected.
Holyknightsteve: Ah I see... go on...
OSoujiro TenkenO: your*
OSoujiro TenkenO: But.. what dice do you roll in order for this?
OSoujiro TenkenO: Do you know, Alec?
Holyknightsteve: Why it's simple! Allow me to demonstrate!
Holyknightsteve: ::holds up a d20:: See this? This is a 20-sided die. This is what is used to attack in FFGT.
Holyknightsteve: To determine if you hit or now, there is a small process to determine what number you need to roll. A little math is required but don't be afraid. It's quite simple.
Holyknightsteve: Take the number 20. Then, subtract your proficiency number from it. Let's say your proficiency is 15. This would leave you with 5.
Holyknightsteve: At this point, you would need a 5 or higher to hit. But we're not done yet.
OSoujiro TenkenO: You mean to tell me that there's more, Alec?
Holyknightsteve: After you have your new number, look at the enemy's stats and find their physical evade. You then add that number to your to hit number. Let's say the enemy has 2 evade.
Holyknightsteve: If you take your 5 plus their 2, you get 7. Now... you need a 7 or higher to hit your foe. Simple!
OSoujiro TenkenO: Wow.. Will I get a 7 kids?
OSoujiro TenkenO: Let's see if my attack hit the monster now, shall we?
*OnlineHost*: OSoujiro TenkenO rolled 1 20-sided die: 3
lukiaoflights: Aw...
Holyknightsteve: The same works for using magic, except that Magery counts as your proficiency and magical evade as the evasion number.
lukiaoflights: looks like the monster gets to eat Alex! Too bad!
Holyknightsteve: ::friendly laugh:: Looks like Alexander missed, kids!
OSoujiro TenkenO: It certainly seems that way.
OSoujiro TenkenO: Now, just to make things a bit more exotic, I'll type up something to say that I've missed.
Holyknightsteve: This part isn't neccessary, but it adds "flavor" to a battle and to the overall role-playing experience.
OSoujiro TenkenO: -= At the last second, his concentration slipped somewhat from the task at hand, as a flicker of the sun pulled his central view away from the monster, and thus threw off his aim. His blade ended up carving a large chunk of dirt
OSoujiro TenkenO: from the ground, but the monster that was his target seemed to have gotten away. =-
Holyknightsteve: Don't worry Alex. You'll get 'em next time!
lukiaoflights: So...now what do we have to do?
lukiaoflights: Stabbity?
Holyknightsteve: Note that skills are used the same way, except that "evade" for the task at hand would be changed to difficulty."
Holyknightsteve: Almost! In fact, you get to help with that Alexis!
lukiaoflights: YAY!
Holyknightsteve: I must point out one more thing about hitting and evasion first.
Holyknightsteve: When attacking, no matter how low of a chance to hit one has, a 20 ALWAYS hits and a 1 ALWAYS misses.
Holyknightsteve: Also, if you need a 17 or less to hit someone, you can score what is called a "Critical Hit"
Holyknightsteve: A critical hit is scored when a 20 is rolled. This powerful attack deals double-normal damage. How do you determine damage? Let's ask Alexis to find out!
Holyknightsteve: Alexander has also agreed to be the practice dummy. Thanks Alex!
OSoujiro TenkenO: ...
OSoujiro TenkenO: I hate you with the very essence that is my corrupt soul.
lukiaoflights: Alright boys and girls!
lukiaoflights: I'm gonna show you how to stab someone, now! My lovely assistant Kons will be the 'victum' here!
Holyknightsteve: Now keep in mind, for this example, we're assuming that she has already succeeded with her "to hit" roll.
lukiaoflights: First, take the weapons damage and roll. In the case of a knife, it's 1d6
*OnlineHost*: lukiaoflights rolled 1 6-sided die: 1
lukiaoflights: Now, I rolled a one. Next, add strength, which is 8 for me
lukiaoflights: So I have a 9
Holyknightsteve: Wow! Then what?
lukiaoflights: Then multiply by the physical multiplier! In my case, it's 1, so I still have 9.
lukiaoflights: It comes out like this!
lukiaoflights: ::stabs Alex, a mad glint in her eyes, laughing insanely as the blood spurts:: lalala...LALALALALA!!!
Holyknightsteve: Ah, but wait Alexis!
lukiaoflights: ....
Holyknightsteve: You forgot something!
Holyknightsteve: You forgot to factor in Alex's defense!
lukiaoflights: ::pats Alex's head:: heh...
lukiaoflights: ah, yes...
Holyknightsteve: But how does defense work? Well it's simple. Simple subtract the defense number away from the damage that the attack dealt.
lukiaoflights: I did 9 damage, but he had a defense of 8!
lukiaoflights: so... ::nicks him with the knife:: poo...
Holyknightsteve: If Alex's defense is 8... then you did... 1 damage!
lukiaoflights: Let that be a lesson to you all! Don't assume anything here. if you assume, you make an ass out of you and me
OSoujiro TenkenO: Why do I have a paper cut on my nose?
Holyknightsteve: ::friendly laugh:: Ah, too bad Alexis. Looks like you just managed to scrape some dead skin of Alex. Better luck next time!
Holyknightsteve: Now, let's try magic! Again to help us is Alexis!
lukiaoflights: This time, I'll do it right!
Holyknightsteve: Now why don't you show off your white magic and heal Alex's boo-boo?
lukiaoflights: Now, magic works much the same way
lukiaoflights: first, roll the spell. In the case of Cure 1, it's 4d6
*OnlineHost*: lukiaoflights rolled 4 6-sided dice: 5 3 6 4
Holyknightsteve: Well rolled.
lukiaoflights: I got a total of 18, here.
Holyknightsteve: Yay!
lukiaoflights: Next, I add my wisdom, which is 6
lukiaoflights: So I now have 24
Holyknightsteve: Wow, even more!
lukiaoflights: Multiply by my magical multiplier, which is 1, and I still have 24
lukiaoflights: Now, keep in mind, I had to sacrifice 5 mp to use Cure 1
lukiaoflights: If you dont have enough mp, the spell automatically fails.
Holyknightsteve: Correct.
Holyknightsteve: Also, keep in mind that support spells aren't affected by magical defense. If this were an attack spell like the Black Magic spell Fire 1, the 24 probably would not stay there for long
Holyknightsteve: You would then have to factor in the target's magical defense. Whatever it is, subtract it from the attack number and whatever is left becomes the damge. Simple? Got it? Good!
Holyknightsteve: Now, let's try a mock battle! Who wants to volunteer?
lukiaoflights: ::kicks Kons foreward::
Holyknightsteve: A volunteer! Wonderful!
Holyknightsteve: C'mon Alex! Don't be shy!
OSoujiro TenkenO: -= Wakes up. =-
OSoujiro TenkenO: Who? Wha-?
Holyknightsteve: Step up! Ready?
OSoujiro TenkenO: Sure.
Holyknightsteve: Great! Here we go!
Holyknightsteve: ::a door opens an in walks an imp::
Holyknightsteve: Imp: Gob gob? ::sweats:: Eep...
Holyknightsteve: Beat up the imp Alexander!
OSoujiro TenkenO: -= He slides up into that battle stance of his, bastard sword slung over his right shoulder, held with that right hand. =-
Holyknightsteve: ::the imp just prays for it's life and pulls out it's little knife::
Holyknightsteve: Ready? Roll initiative! When fighting monsters, it's stats will not be revealed to players (unless they use a Scan spell) so it's up to the DM to keep track of all the stats, including speed for initiative. In this case however,
Holyknightsteve: we'll say that the Imp has a speed of 2. Now roll initiative you two!
*OnlineHost*: OSoujiro TenkenO rolled 1 10-sided die: 8
*OnlineHost*: Holyknightsteve rolled 1 10-sided die: 4
Holyknightsteve: Imp: Gob...
lukiaoflights: ::translates:: "Mother..."
Holyknightsteve: In this round, Alexander goes first and the poor imp goes second!
Holyknightsteve: Go for it Alex!
OSoujiro TenkenO: -= Now, that thrust forward off of his back foot propelled him into action, now that powerful right arm of his swinging his bastard sword down onto the small imp's form. =-
*OnlineHost*: OSoujiro TenkenO rolled 1 20-sided die: 17
Holyknightsteve: Now, in this case, the DM makes note that the Imp had no evade, so 17 is more than enough to hit the poor Imp. Time for damage!
Holyknightsteve: Imp: Gob!
*OnlineHost*: OSoujiro TenkenO rolled 1 10-sided die: 6
Holyknightsteve: And in this instance, Alex's sword does 1d10+8 damage!
Holyknightsteve: 14! The imp happens to have 2 defense. He takes 12 damage!
Holyknightsteve: Also in this case, the Imp only had 12 HP! Uh oh, lights out for Mr. Imp! He's down to 0 HP!
Holyknightsteve: Imp: ::blood curdled gasp, dies::
Holyknightsteve: ::friendly laugh:: Ah ha ha. Well done Alex!
OSoujiro TenkenO: -= Wipes the blood off of his sword as he shoots a glance back to Alec. =- Thanks.
Holyknightsteve: Oh wait... what's this? Oh yes! Experience and gil!
Holyknightsteve: Every enemy you defeat will earn you more experience and gil! In this case, Mr. Imp had 25 gil on him! In addition, He was worth 100 xp! Way to go Alex!
Holyknightsteve: What does the xp mean? Well, after a certain amount of xp is obtained, your character raises a level, adding more power to your character! How do you raise a level? That will be explained in the next tutorial... uh oh. Wait!
Holyknightsteve: ::door opens, a big imp walks through:: Uh oh, it's Pimpy McImp, Mr. Imp's big brother! He looks pretty angry!
Holyknightsteve: Looks like Alex might need some help this time! How about it Alexis?
lukiaoflights: ...
lukiaoflights: Righto!
Holyknightsteve: =D Great! Hop in, it's time to learn about allies!
lukiaoflights: ::whips out her bow and first an arrow in the notch:: Say hello to my little friend...
Holyknightsteve: Also, I must make a note. Alexis is using a bow, a missile weapon.
Holyknightsteve: Any missile weapon (long range weapon) is different from a close-range weapon such as swords. Missile weapons do not use Strength to affect their damage. Instead, that character's agility affects the damage.
Holyknightsteve: Alexis' bow does 1d10 damage. She has 6 agility, so her damage formula is 1d10+6.
Holyknightsteve: Now, travelling alone in the world will only get you so far. Sooner or later, everyone needs a friend... or two, or three.
Holyknightsteve: Having more allies in battle makes it easier to take down groups of enemies or just really big enemies. The more firepower and support, the better.
Holyknightsteve: A multi-person battle works exactly like a 1-on-1 battle. Everyone rolls initiative in the beginning and turn order is determined. Now, to help you with the ever increasing number of monsters, you'll have friends on your side to help you out!
Holyknightsteve: Any missile weapon (long range weapon) is different from a close-range weapon such as swords. Missile weapons do not use Strength to affect their damage. Instead, that character's agility affects the damage.
Holyknightsteve: Alexis' bow does 1d10 damage. She has 6 agility, so her damage formula is 1d10+6.
Holyknightsteve: Ok... time to take down Pimpy! Everybody... roll initiative!

Oh no! What will happen to our heroes?! The suspense is killing me (not really, they kicked Pimpy McImp's butt ^_^). That about wraps up our dice and battle tutorial. If you have any questions, feel free to ask Steve-o any questions you have.