ADVENTURE GAMEBOOK RULES:
A Guide to Fighting Fantasy™ PAGE 4
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This
section contains a guide to the core Official Fighting Fantasy™
rules that are needed to play the amateur online Gamebooks.
Use the rules to generate your SKILL, STAMINA and LUCK and determine
SKILL, LUCK and ATTACK COMBAT rolls.
USING LUCK IN BATTLES
In certain paragraphs of the
adventure, you will be told to Test your Luck and will
be told the consequences of your being Lucky or Unlucky. However,
in battles you always have the option of using your LUCK either
to inflict a more serious wound on a creature you have just
wounded, or to minimise the effects of a wound the creature
has inflicted on you.
If you have just wounded the creature, you may
Test your Luck as described previous.
If you are Lucky, you have inflicted a severe wound and may
deduct an extra 2 points from the creature's STAMINA score.
However, if you are Unlucky, the wound was a mere graze and
you must restore 1 point to the creature's STAMINA (i.e. instead
of scoring the normal 2 points of damage, you now only score
1).
If the creature has wounded you,
you may Test your Luck to try to minimise the wound.
If you are Lucky, your opponent’s blow only grazes you;
deduct only 1 point from your STAMINA. If you are you have managed
to avoid the full damage of the blow. Restore 1point of STAMINA
(i.e. instead of doing 2 points of damage it has done only 1).
If you are Unlucky, you have taken
a more serious blow. Subtract 1
extra STAMINA point.
Remember that you must subtract 1 point from
your LUCK score each time you Test your Luck.
RESTORING SKILL, STAMINA and LUCK
SKILL
Your SKILL score will not change
much during your adventure. Occasionally, a paragraph may give
you instructions to increase or decrease your SKILL score. A
magic weapn may increase your SKILL, but remember that only
one weapon can be used at a time! You cannot claim 2 SKILL bonuses
for carrying 2 Magic Swords. Your SKILL score can never exceed
its Initial value unless specifically instructed.