Mar 10, 2024 4:46 am
This game uses the Fabula Ultima ruleset modified for this particular story. In this case, altered to more closely mimic the Elder Tales II MMO featured in the plot. First, I'll introduce a rough overview of the Fabula Ultima system and then expand upon the relevant changes in subsequent drop-downs.
>>>Fabula Ultima is a wonderfully simple system that emulates the JRPG style into a table top format elegantly! I felt like a few changes were necessary to tilt the feel of this particular game more towards the 'fantasy MMO' vibe. That and I've never learned when to leave well enough alone and run games 'as is'...
>>>The basics of Fabula Ultima are:
[ATTR]+[ATTR]+/-modifiers vs. Target #
Result = or above T# : SUCCESS
Result less than T# : FAILURE
>>>•In combat, the Target # is often the Defense/Magic Defense of an opponent. >>>•Out of combat, the Target # is often adjudicated by the GM depending on the difficulty of the task.
>>>•Modifiers for the roll often come from skills, situations, or equipment but can also come from the Traits or Bonds of the character determined during character creation.
Critical Success:
>>>When both dice rolled show the same number, 6 or higher, the result generates a Critical Success. The attempt automatically succeeds and generates an opportunity.
>>>An opportunity can be used to generate a twist in the story, apply a Status Effect on an opponent, generate a +4 Advantage on the character's next roll, destroy an opponent's equipment, or other unique effect.
Fumble :
>>>A result of a roll where both dice come up 1’s is a Fumble. In many ways the opposite of a Critical Success , it always results in failure of a task irrespective of whether modifiers would beat the Target #... A Fumble also generates an opportunity for your opponent or opposition but generates 1 Fabula Point for the character. We often learn from mistakes more quickly than from success...
High Roll (HR)/Low Roll (LR):
>>> Pretty straightforward, when the two dice in the [ATTR]+[ATTR] check are rolled, the HR is the higher of the two results and the LR is the lower of the two results. These two results are often referenced for effects such as Damage or other effects. Fortunately, in PbP the rolls are kept in perpetuity to reference back to in the course of play.
Invoking a Re-Roll:
>>>A player may re-roll one or both dice on a check by spending a Fabula Point and calling upon one of their character's Traits (see Character Creation). Players may re-roll the dice again, even on the same check they re-rolled previously, by spending another Fabula Point and calling on the same or a different Trait. This function is player-facing; characters are unaware of this meta-mechanic.
>>>A function of this genre is that characters are aware that they are "in a game"and are aware of how the game world worked...at least how it worked prior to their entry into it, anyway.
>>> Characters are aware of Levels, Classes & subclasses, Attributes, HP, MP, monster behaviors, spell effects, Zones, Dungeons and the like. They are accustomed to the MMO game world and how it works. Those things are considered 'character-facing' mechanics, the kind that the characters would conceivably know about and could freely discuss.
>>>Above that, on our level as players and GM, there are mechanics in play that the characters would never know about. Traits and Fabula Points and their effects being among the main ones. These are considered 'player-facing' mechanics and would never be understood or discussed by the characters.
>>>The Aggro mechanic, localized as 'Hate' on some servers, is a weighted scale that tells the NPC mobs which opponent is the most dangerous and herds them into attacking that character where possible. Aggro is usually accrued by a character depending on the amount, and sometimes type, of damage dealt. A mob vulnerable to fire will usually prioritize Aggro on a character dealing Fire type damage over one dealing Physical damage, for instance. The Aggro mechanic also results in mobs hitting harder as they target characters with high Aggro scores and even triggering certain mob abilities and behaviors once Aggro reaches a certain level.
>>>It's this mechanic that makes good party composition a priority and having the ability to manage and mitigate Aggro essential. Warrior Class characters, and to a lesser extent Bard Class characters, excel at Aggro management while Sorcerers are notorious for racking up Aggro with powerful attacks.
>>>Aggro is calculated by adding the Aggro Score from a weapon, skill or ability (found in its description) to the character's current Aggro Score. Basic attacks often add no Aggro to the total but are often weak and short ranged; powerful, high level attacks generate large amounts of Aggro/Hate but can take out tough opponents or whole gangs of lower level Mobs.
>>>Characters are aware of the mechanics of Aggro, as they are quantifiable in character-facing mechanics.
>>>The character with the highest Aggro/Hate Score in a group or party is denoted by the temporary (MAX) status. Having the (MAX)
status can trigger some character abilities, particularly in the Warrior classes, as well as trigger some abilities and behaviors towards the character by Mobs.
[ +- ] Fabula Ultima Overview
>>>Fabula Ultima is a wonderfully simple system that emulates the JRPG style into a table top format elegantly! I felt like a few changes were necessary to tilt the feel of this particular game more towards the 'fantasy MMO' vibe. That and I've never learned when to leave well enough alone and run games 'as is'...
>>>The basics of Fabula Ultima are:
[ATTR]+[ATTR]+/-modifiers vs. Target #
Result = or above T# : SUCCESS
Result less than T# : FAILURE
>>>•In combat, the Target # is often the Defense/Magic Defense of an opponent. >>>•Out of combat, the Target # is often adjudicated by the GM depending on the difficulty of the task.
>>>•Modifiers for the roll often come from skills, situations, or equipment but can also come from the Traits or Bonds of the character determined during character creation.
Critical Success:
>>>When both dice rolled show the same number, 6 or higher, the result generates a Critical Success. The attempt automatically succeeds and generates an opportunity.
>>>An opportunity can be used to generate a twist in the story, apply a Status Effect on an opponent, generate a +4 Advantage on the character's next roll, destroy an opponent's equipment, or other unique effect.
Fumble :
>>>A result of a roll where both dice come up 1’s is a Fumble. In many ways the opposite of a Critical Success , it always results in failure of a task irrespective of whether modifiers would beat the Target #... A Fumble also generates an opportunity for your opponent or opposition but generates 1 Fabula Point for the character. We often learn from mistakes more quickly than from success...
High Roll (HR)/Low Roll (LR):
>>> Pretty straightforward, when the two dice in the [ATTR]+[ATTR] check are rolled, the HR is the higher of the two results and the LR is the lower of the two results. These two results are often referenced for effects such as Damage or other effects. Fortunately, in PbP the rolls are kept in perpetuity to reference back to in the course of play.
Invoking a Re-Roll:
>>>A player may re-roll one or both dice on a check by spending a Fabula Point and calling upon one of their character's Traits (see Character Creation). Players may re-roll the dice again, even on the same check they re-rolled previously, by spending another Fabula Point and calling on the same or a different Trait. This function is player-facing; characters are unaware of this meta-mechanic.
[ +- ] Meta Mechanics
>>>A function of this genre is that characters are aware that they are "in a game"and are aware of how the game world worked...at least how it worked prior to their entry into it, anyway.
>>> Characters are aware of Levels, Classes & subclasses, Attributes, HP, MP, monster behaviors, spell effects, Zones, Dungeons and the like. They are accustomed to the MMO game world and how it works. Those things are considered 'character-facing' mechanics, the kind that the characters would conceivably know about and could freely discuss.
>>>Above that, on our level as players and GM, there are mechanics in play that the characters would never know about. Traits and Fabula Points and their effects being among the main ones. These are considered 'player-facing' mechanics and would never be understood or discussed by the characters.
[ +- ] Aggro/Hate
>>>The Aggro mechanic, localized as 'Hate' on some servers, is a weighted scale that tells the NPC mobs which opponent is the most dangerous and herds them into attacking that character where possible. Aggro is usually accrued by a character depending on the amount, and sometimes type, of damage dealt. A mob vulnerable to fire will usually prioritize Aggro on a character dealing Fire type damage over one dealing Physical damage, for instance. The Aggro mechanic also results in mobs hitting harder as they target characters with high Aggro scores and even triggering certain mob abilities and behaviors once Aggro reaches a certain level.
>>>It's this mechanic that makes good party composition a priority and having the ability to manage and mitigate Aggro essential. Warrior Class characters, and to a lesser extent Bard Class characters, excel at Aggro management while Sorcerers are notorious for racking up Aggro with powerful attacks.
>>>Aggro is calculated by adding the Aggro Score from a weapon, skill or ability (found in its description) to the character's current Aggro Score. Basic attacks often add no Aggro to the total but are often weak and short ranged; powerful, high level attacks generate large amounts of Aggro/Hate but can take out tough opponents or whole gangs of lower level Mobs.
>>>Characters are aware of the mechanics of Aggro, as they are quantifiable in character-facing mechanics.
>>>The character with the highest Aggro/Hate Score in a group or party is denoted by the temporary (MAX) status. Having the (MAX)
status can trigger some character abilities, particularly in the Warrior classes, as well as trigger some abilities and behaviors towards the character by Mobs.