Quick Reference Guides

Mar 4, 2024 8:35 pm
Fabula Ultima Rules Ref
[ +- ] Opportunities
[ +- ] Surrendering
[ +- ] Damage Types
[ +- ] Fabula Points
[ +- ] Villain Fabula Points
[ +- ] Inventory Points
[ +- ] Travel
Mar 15, 2024 1:26 pm
Quick Dungeons Rules Ref
So, in my experience dungeon exploring tends to get bogged down irl let alone on pbp, so I prefer to use a system I've called "quick dungeons". This mostly operates through me giving you a number of clocks that represent aspects of the dungeon, for example "enemies" or "treasure" and letting you take actions to describe how you approach them.

Often, I'll give you a certain amount of "moves" you can take before the end of the dungeon. Once those moves are up, the dungeon will be finished and based on how full the clocks are I'll resolve certain aspects. If you hadn't filled up "enemies" at all, for example, I'll give you a tough fight, but if you filled it completely there'd be no fight at all.

Your move allowance may not always be equal to the total of the clocks, so you'll have to prioritise which aspects you want. If I gave you 6 moves, and 12 clock points between all aspects, you can't fill all aspect clocks. This means you might have to miss some treasure, or risk fighting a harder enemy to get it.

A few sample ideas about what you could do;
- To fill up an enemy slot I'll sneak past using [Dex + Ins].
- To fill up a treasure slot I'll find a secret room using [Ins + Ins].
- To fill up a rest slot I'll spend 2ip on food for the party.

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