Advanced Fighting Fantasy
Our campaign is listed as FBAFF, please type this in to save all your dice rolls.
Combat is simple.
The following is paraphrased from Dungeoneer p.152:
(1) [Gamekeeper] rolls 2d6 and adds opponents appropriate fighting Special Skill or – if none is available – to his current SKILL score.
Check to see if any modifiers apply.
The total is the opponents Attack Strength.
If a double-6 (Fumble) or double-1 (mighty blow) is rolled, the appropriate rules section is consulted.
(2) The player rolls 2d6 and adds the characters appropriate fighting Special Skill or SKILL score.
Any modifiers are applied.
The total is the characters Attack Strength.
If a double-1 (mighty blow) or double-6 (fumble) is rolled, the appropriate rules section is consulted.
A character with Dodge Special Skill may use it here.
(3) Attack Strengths are compared.
Whoever has the higher score, has wounded the lower score.
If the scores are the same, the blows have been blocked or avoided.
(4) The victor rolls on the Damage Table, cross-referencing it with the weapon he is using. LUCK and armor may adjust this figure.
The number given on the Damage Table is deducted from the losers STAMINA score.
(5) Everyone involved makes the appropriate STAMINA and if it was used, LUCK adjustments.
(6) An opponents STAMINA drops to zero or less, he is dead.
A Characters STAMINA drops to zero or less, he is either dead or unconscious.
DAMAGE CHART from p.155 Dungeoneer
die roll……………1 2 3 4 5 6 7+
battle axe………….2 2 2 2 2 3 3
club……………….1 2 2 2 2 2 3
dagger……………..1 1 2 2 2 2 2
pole arm*…………..1 2 2 2 3 3 3
spear………………1 1 2 2 2 3 3
staff………………1 2 2 2 2 2 3
sword………………1 2 2 2 2 3 3
2-hand sword**………2 2 2 3 3 3 4
arrow………………1 1 2 2 2 3 3
crossbow bolt……….1 2 2 2 2 3 3
javelin…………….1 2 2 2 2 3 3
thrown dagger……….1 2 2 2 2 2 3
fist, human…………1 1 1 2 2 2 3
fist, larger………..2 2 2 3 3 3 3
bite/claw small……..1 1 2 2 2 2 3
bite/claw large……..1 2 2 2 3 3 4
bite/claw v.large……2 2 3 3 4 5 6
*2-handed swords are difficult to control in combat, and reduce SKILL by 2 unless character has Special Skill in the weapon.
**using any pole-arm (guisarme, glaive, morning star, etc) reduces the wielders SKILL by 1, unless the character has a Special Skill in using the weapon.
MIGHTY BLOWS & FUMBLES
“There are times when a character is able to swipe the opponent with a blow so strong or so accurate that the latter simply crumples to the ground stone dead! This is called a Mighty Blow. It occurs whenever a character rolls a double 6 when determining his Attack Strength. When this happens the target automatically reduced to STAMINA -1; mortally wounded for a hero, death for an opponent.
If both combatants roll a double 6, they both manage to block each others blow, but their weapons break. Creatures with claw/bite are not affected by this but lose 2 STAMINA points instead. A hero with a broken weapon must find a new weapon or continue fighting unarmed (see Unarmed Combat section, below).
Conversely, should a character roll a double 1 when determining his Attack Strength, he will Fumble his blow and fail to connect with his opponent, with one of the following results;
-If the Attack Strength indicate that he would have struck his opponent (that is by rolling a 2 his total is greater than his opponents) the result is changed to a draw, indicating a stand-off.
-If the result would have been a stand-off, the opponent is judged to have wounded the fumbling character – roll for damage as usual.
-If the result would have been an injury to the fumbling character, his opponent may add 1 to the die when rolling on the Damage Table."
-p156 – 157 Dungeoneer
USING LUCK IN COMBAT
“In combat a character may if he wishes use his LUCK either to inflict a more serious wound or to minimize the effects of a wound inflicted upon him. Note; this does NOT apply to Mighty Blows and Fumbles.
If a character has just wounded an opponent, he may Test for Luck (roll equal or less on 2d6).
If he succeeds he is Lucky, he has inflicted a severe wound and may add 2 to the die roll when rolling on the Damage Table. If he is unlucky, he must deduct 1 from his die-roll on the Damage Table.
If the character has just been wounded he may Test for Luck ion an attempt to minimize the damage. If he is Lucky, he may deduct 1 from his opponents die-roll on the Damage Table. If he is unlucky, his opponent may add 1 to the die-roll on the Damage Table.
Remember; a character must subtract 1 point from his LUCK score every time he Tests for Luck."
USING DODGE Special Skill IN COMBAT
“Dodge Special Skill can be used in combat to avoid the blows of an opponent. The player must declare BEFORE either character rolls to determine Attack Strength that he will attempt to Dodge the opponents blows rather than fight him. The combat sequence then proceeds as normal, except that the character rolls 2 dice and adds them to his Dodge Special Skill score rather than his SKILL or weapon Special Skill. The scores are compared as usual. A roll of 2 by the character means he has definitely failed to dodge.
If the characters total is higher, he manages to avoid his opponents blows, but doesn’t himself inflict any damage. However, in the next Combat Round he has the option of either (i) escaping from combat and (if skilled) casting a spell at his opponent in the next round, or (ii) adding a bonus of 1 point to his SKILL or weapon Special Skill if he wishes to attack.
If the opponents total is higher, he hits and rolls for damage as usual, except that he must reduce his die-roll on the Damage Table by 1 point.
The Dodge Special Skill may also be employed to leap out of the way of a missile such as an arrow or crossbow bolt. The character may be aware that the missile is approaching, and then roll two dice whose total will be equal to or less than his Dodge score. However, since arrows travel so fast, there is a further handicap of 10 points if the arrow or bolt is fired from close range, of 8 points if from medium range and of 6 points if from long range.
Note: it must be possible to roll a characters Dodge score, with these extra modifiers, on two dice for the dodge to succeed – the ‘double 1 always works’ rule does NOT apply in this special case; hence for example a character with a Dodge Skill of 9 could not evade an arrow fired from a short or medium range."
-p.159 – 160 Dungeoneer
I was not sure how much of this I should (and can, according to copyright rules) type up here, and in the end decided that it is in the best interests of everybody to go the whole hog and explain all of the rules so that players can check it out for themselves.
The rules for Advanced Fighting Fantasy are copyright to Marc Gasgoine and Pete Tamlyn, presented by Steve Jackson and Ian Livingstone. Use for educational purposes, non-for-profit, in accordance with international fair use policy.