Game Mechanisms | Heroes of Fantasy

Game Mechanisms

While playing Heroes of Fantasy, you will need to resolve certain situations such as “Can I climb this rock?”, “Will I sneak past the city guards?” “Will I persuade Vearmea to come with me?”, “Can I defeat this giant with my sword?”, “Can I cast this spell?”, “Can I lift this boulder with the power of my will?” and so on. Whenever the result of an activity matters, you use one of the game mechanisms.

The examples given contain virtually all the basic mechanisms you will need. They are:

Activities without a roll

We should also mention one last kind of activity that you will use, often without even knowing it. These are automatic activities, the kind where you always succeed, so from a game point of view there is no point in determining their outcome - you always complete them; at most, it is determined how long they took you.

Typically this means setting up camp, eating, visiting friends, travelling along a road and the like.

Rolling the Dice

During the game you will often need to decide whether your character has succeeded in an activity - climbed a rock, hit a target, closed a deal, silently crept up on a victim.

Each of these activities depends on your character's abilities, but also on chance. When climbing, a piece of rock may break off or your foot may slip; when shooting, the wind may blow or the target may unexpectedly move; when negotiating, your opponent may like you or, on the contrary, dislike you from the first moment; when sneaking, a twig may snap under your feet.

Two Sixes

If you roll two sixes, add another roll of a six-sided die to the total of 12. If a 6 comes up again, keep rolling and add up the results (as in “Ludo”).

As a result, you can roll an arbitrarily high number, but with a very small probability.

However, you can never have a technical result of 12, 18, 24, etc.

Two Ones

If you roll two ones, subtract another roll of a six-sided die from the total of 2. If a 6 comes up again, keep rolling and keep subtracting the results.

So with two ones you then want to roll as low as possible, with two sixes as high as possible.

Thus you can never have a technical result of 2, -4, -10, etc.



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