Latest News

Hello world!

Home > System Rules >

How do you know if your sword-swing hurts the dragon, or just bounces off its iron-hard scales? How do you know if the ogre believes your outrageous bluff, or if you can swim the raging river and reach the other side? All these actions depend on very basic, simple rules: Decide what you want your character to do and tell the Dungeon Master. The DM tells you to make a check and figures out your chance of success (a target number for the check).

Test

You roll a twenty-sided die (d20), add some numbers, and try to hit the target number determined by the DM. That’s it!

1. Roll a d20. You want to roll high!
2. Add all relevant modifiers.
3. Compare the total to a target number.

If your check result is higher than or equal to the target number, you succeed. If your check result is lower than the target number, you fail. If your check succeeds, you determine the outcome. If
your check was an attack, you roll damage. If it was a check to see if you managed to jump across a pit, your check result determines how far you jumped. If you succeed on a check when you’re trying to hide, the monsters don’t see you. There’s a little more to it than that, but the core mechanic governs all game play. All the rest of the rules in the book are extensions and refinements of
this simple mechanic.

Dice

The game uses polyhedral dice with different numbers of sides, as shown below. You can find dice like these in the store where you bought this book, in any game store, and in many bookstores.
In these rules, the different dice are referred to by the letter “d” followed by the number of sides: d4, d6 (the common six-sided die many games use), d8, d10, d12, and d20. When you need to roll dice, the rules tell you how many dice to roll, what size they are, and what modifiers to add. For example, “3d8 + 5” means you roll three eight-sided dice and add 5 to the total. You can use d10s to roll percentages, if you ever need to. Roll 1d10 for the “tens” and 1d10 for the “ones” to generate a number between 1 and 100. Two 10s is 100, but otherwise a 10 on the tens die counts as 0—so a 10 on the tens die and a 7 on the ones die is a result of 7 (not 107!).

Three Basic Rules

In addition to the core mechanic, three principles are at the heart of the FFd20 game. Many other rules are based on these assumptions.

  • Simple Rules, Many Exceptions: Every class, race, feat, power, and monster in the FFd20 game lets you break the rules in some way. These can be very minor ways: Most characters don’t know how to use longbows, but every elezen does. These exceptions can also appear in very significant ways: A swing with a sword normally does a few points of damage, but a high-level fighter can use a power that can fell multiple monsters in a single blow. All these game elements are little ways of breaking the rules—and most of the books published for the D&D game are full of these game elements.
  • Specific Beats General: If a specific rule contradicts a general rule, the specific rule wins. For example, a general rule states that you can’t use a daily power when you charge. But if you have a daily power that says you can use it when you charge, the power’s specific rule wins. It doesn’t mean that you can use any daily power when you charge, just that one.
  • Always Round Down: Unless otherwise noted, if you wind up with a fraction as the result of a calculation, round down even if the fraction is 1/2 or larger. For instance, this rule comes into play whenever you calculate one-half your level: If your level is an odd number, you always round down to the next lower whole number.

Character Creation

First, take a minute to imagine your character. Think about the kind of hero you want your character to be. Your character exists in your imagination—all the game statistics do is help you determine what your character can do in the game. Do you like fantasy fiction featuring lalafells or moogles? Try building a character of one of those races. Do you want your character to be the toughest adventurer at the table? Try choosing fighter or paladin for your character class. If you don’t know where else to begin, take a look at the art that appears throughout this book and the brief character descriptions in each race entry, and see what catches your interest. Follow these steps to create your FFd20 character. You can take these out of order; for example, some people prefer to pick their powers last.

  1. Choose Race. Decide the race of your character. Your choice of race offers several racial advantages to your character.
  2. Choose Class. Your class represents your training or profession, and it is the most important part of your character’s capabilities.
  3. Determine Ability Scores. Generate your ability scores. Your ability scores describe the fundamental strengths of your body and mind. Your race adjusts the scores you generate, and different classes rely on different ability scores.
  4. Choose Skills. Skills measure your ability to perform tasks such as jumping across chasms, hiding from observers, and identifying monsters.
  5. Select Feats. Feats are natural advantages or special training you possess.
  6. Choose Powers. Each character class offers a different selection of powers to choose from.
  7. Choose Equipment. Pick your character’s armor, weapons, implements, and basic adventuring gear. At higher levels, you’ll be able to find and create magic items.
  8. Fill in the Numbers. Calculate your hit points, Armor Class and other defenses, initiative, attack bonuses, damage bonuses, and skill check bonuses..
  9. Roleplaying Character Details. Flesh out your character with details about your personality, appearance, and beliefs.

Ability Scores

After you choose your race and class, determine your ability scores. Six abilities provide a quick description of your character’s physical and mental characteristics. Are you muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Your ability scores define these qualities—your strengths as well as your weaknesses.

Strength (Str) measures your character’s physical power. It’s important for most characters who fight hand-to-hand.

✦ Melee basic attacks are based on Strength.
✦ Knights, beastmasters, monks, dragoons, fighters, and red mages have powers based on Strength.
✦ Your Strength might contribute to your Fortitude defense.
✦ Strength is the key ability for Athletics skill checks.

Constitution (Con) represents your character’s health, stamina, and vital force. All characters benefit from a high Constitution score.

✦ Your Constitution score is added to your hit points at 1st level.
✦ The number of healing surges you can use each day is influenced by your Constitution.
✦ Many knight powers are based on Constitution.
✦ Your Constitution might contribute to your Fortitude defense.
✦ Constitution is the key ability for Endurance skill checks.

Dexterity (Dex) measures hand-eye coordination, agility, reflexes, and balance.

✦ Ranged basic attacks are based on Dexterity.
✦ Many monk, archer and thief powers are based on Dexterity.
✦ Your Dexterity might contribute to your Reflex defense.
✦ If you wear light armor, your Dexterity might contribute to your Armor Class.
✦ Dexterity is the key ability for Acrobatics, Stealth, and Thievery skill checks.

Intelligence (Int) describes how well your character learns and reasons.

✦ Black mage powers are based on Intelligence.
✦ Your Intelligence might contribute to your Reflex defense.
✦ If you wear light armor, your Intelligence might contribute to your Armor Class.
✦ Intelligence is the key ability for Arcana, History, and Religion skill checks.

Wisdom (Wis) measures your common sense, perception, self-discipline, and empathy. You use your Wisdom score to notice details, sense danger, and get a read on other people.

✦ Many white mage powers are based on Wisdom.
✦ Your Wisdom might contribute to your Will defense.
✦ Wisdom is the key ability for Dungeoneering, Heal, Insight, Nature, and Perception skill checks.

Charisma (Cha) measures your force of personality, persuasiveness, and leadership.

✦ Many bard, knight and red mage powers are based on Charisma.
✦ Your Charisma might contribute to your Will defense.
✦ Charisma is the key ability for Bluff, Diplomacy, Intimidate, and Streetwise skill checks.

Each of your ability scores is a number that measures the power of that ability. A character with a 16 Strength is much stronger than a character with a 6 Strength. A score of 10 or 11 is the normal hume average, but player characters are a cut above average in most abilities. As you advance in levels, your ability scores keep getting better.

Your ability score determines an ability modifier that you add to any attack, check, roll, or defense based on that ability. For instance, making a melee attack with a battleaxe is a Strength attack, so you add the ability modifier for your Strength score to your attack rolls and damage rolls. If your score is 17, you’re pretty strong; you add +3 to your attack rolls and damage rolls when you make that attack. Your ability scores also influence your defenses, since you add your ability modifier to your defense score.

✦ For Fortitude defense, you add the higher of your Strength or Constitution ability modifiers.
✦ For Reflex defense, you add the higher of your Dexterity or Intelligence ability modifiers.
✦ For Will defense, you add the higher of your Wisdom or Charisma ability modifiers.
✦ If you wear light armor or no armor, you also add the higher of your Dexterity or Intelligence ability modifiers to your Armor Class.

Generating Ability Scores

You can use one of three methods to generate ability scores. In each method, you can take the numbers you generate and assign them to whichever ability score you want. Remember, your class determines which ability scores are important to you, and your race modifies certain ability scores. Ability scores increase as a character gains levels. When you assign your initial scores, remember that they’ll improve with time.

Method 1: Standard Array: Take these six numbers and assign them to your abilities any way you like: 16, 14, 13, 12, 11, 10. Apply your racial ability adjustments after you assign the scores to your abilities.

Method 2: Customizing Scores: This method is a little more complicated than the standard array, but it gives comparable results. With this method, you can build a character who’s really good in one ability score, but at the cost of having average scores in the other five. Start with these six scores: 8, 10, 10, 10, 10, 10. You have 22 points to spend on improving them. The cost of raising a score from one number to a higher number is shown on the table below. Apply your racial ability adjustments after you determine your scores.

ScoreCost
9— (1)*
100 (2)*
111
122
133
145
157
169
1712
1816
* If your score is 8, you can pay 1 to make it 9 or 2 to make it 10. You must buy your score up to 10 before you can
improve it further.

Method 3: Rolling Scores: Some players like the idea of generating ability scores randomly. The result of this method can be really good, or it can be really bad. On average, you’ll come out a little worse than if you had used the standard array. If you roll well, you can come out way ahead, but if you roll poorly, you might generate a character who’s virtually unplayable. Use this method with caution. Roll four 6-sided dice (4d6) and add up the highest three numbers. Do that six times, and then assign the numbers you generated to your six ability scores. Apply your racial ability adjustments. If the total of your ability modifiers is lower than +4 or higher than +8 before racial ability adjustments, your DM might rule that your character is too weak or too strong compared to the other characters in the group and decide to adjust your scores to fit better within his or her campaign preferences.

Skills, Feats, Powers, and Equipment

To round out the unique aspects of your character, choose skills, feats, powers, and equipment. Your class tells you how many skills you start with at 1st level. Some races give you an additional skill choice as well. You also choose one heroic tier feat at 1st level (or two, if you’re a human). Some classes grant bonus feats as well. Your choice of class powers defines how your character functions in and out of combat. Each class section offers recommendations on choosing powers that reflect your approach. You begin your career at 1st level with 100 gil, enough to equip yourself with basic gear (and maybe have a few coins left over).

Attack and Utility Powers: Every class gives you access to attack powers you can use to harm or hinder your enemies and utility powers that help you and your allies. Powers in each of these broad categories are further defined by how often you can use them. You can use at-will powers as often as you choose. You can use encounter powers many times during a day of adventuring, but you have to rest a few minutes between each use, so you can use them each once per encounter. Daily powers are so dramatic and powerful that you can use each one only once a day.

Alignment

If you choose an alignment, you’re indicating your character’s dedication to a set of moral principles: good, lawful good, evil, or chaotic evil. In a cosmic sense, it’s the team you believe in and fight for most strongly. A character’s alignment (or lack thereof) describes his or her moral stance:

✦ Good: Freedom and kindness.
✦ Lawful Good: Civilization and order.
✦ Evil: Tyranny and hatred.
✦ Chaotic Evil: Entropy and destruction.
✦ Unaligned: Having no alignment; not taking a stand.

For the purpose of determining whether an effect functions on a character, someone of lawful good alignment is considered good and someone of chaotic evil alignment is considered evil. For instance, a lawful good character can use a magic item that is usable only by good-aligned characters.

Most people in the world, and plenty of player characters, haven’t signed up to play on any team—they’re unaligned. Picking and adhering to an alignment represents a distinct choice. If you choose an alignment for your character, you should pick either good or lawful good. Unless your DM is running a campaign in which all the characters are evil or chaotic evil, playing an evil or chaotic evil character disrupts an adventuring party and, frankly, makes all the other players angry at you.

Making Checks

Before you go any further, it’s important to understand the use of the core mechanic and how it applies to every aspect of the game. Every power, skill, and special feature in the game is keyed to one of the six ability scores. You resolve actions by making different kinds of checks, all of which use the same core mechanic: roll a d20, add any modifiers, and announce the result. Your Dungeon Master then compares your check result against a target number, the Difficulty Class (DC) of the test, task, or attack that you’re attempting. Most difficulty class numbers are set for the Dungeon Master; for example, an ogre savage has an Armor Class of 19, and climbing a typical dungeon wall has a DC of 15. Other times, your Dungeon Master estimates the DC of a task that isn’t specifically covered by the rules. The D&D game uses three basic kinds of checks, which are described further below: attack rolls, skill checks, and ability checks.

If you try to hit a monster with a mace, you’re making a Strength attack against the monster’s AC; if you try to blast a monster with a fireball spell, it’s an Intelligence attack against Reflex defense; if you try to balance on a tightrope, it’s an Acrobatics check against a DC set by the DM; if you try to bash down a door, it’s a Strength check against a set DC that depends on the nature of the door. The description of each power and skill tells you what ability you base its check on. Occasionally, you make a check that is compared against someone else’s check result. Doing this is called making an opposed check.

A modifier is any number that adds to or subtracts from a die roll. The most commonly used modifiers are based on your ability scores. A bonus refers to positive values. If a feat adds your Dexterity modifier to damage, it won’t do anything if your Dexterity modifier isn’t positive. A penalty is the opposite: It’s always negative. Part of creating a character is figuring out your normal check modifiers for common tasks such as making attacks or using skills. Most checks in the game add additional modifiers, including the following:

✦ Your bonus from your weapon proficiency if you’re making an attack
✦ Your skill training bonus if you’re using a skill
✦ Special bonuses for feats you’ve chosen or magic items you’re using
✦ Bonuses that apply to the circumstances of the check (charge attacks or combat advantage, for example)
✦ Penalties that apply to the circumstances (your target has cover, you’re attacking while prone, and so on)

Your modifiers reflect everything about you that is relevant to the task at hand: your training, competence, and native ability. The d20 roll represents luck, fate, fortune, and unpredictable opportunities or sudden distractions. A battle is full of frantic action, and the random die roll represents that mayhem.

Attack Rolls: Perhaps the most frequent die rolls you make in a D&D game are attack rolls. All attack rolls are described in this way:

[Ability] vs. [Defense]

For example, a black mage’s fira spell is an Intelligence attack against the target’s Reflex defense (written as Intelligence vs. Reflex). A fighter’s longsword attack is a Strength attack against Armor Class (or AC). The ability score and the defense involved depend on the attack you’re using. If the check result is higher than or equal to your opponent’s defense, you hit and (usually)
deal damage. The total of all the modifiers you add to an attack roll is your base attack bonus.

Another example: Kiera, an 8th-level elezen archer with a Dexterity of 17 and a +1 magic bow, shoots her bow at an ogre savage. Her base attack bonus is +10, which includes +4 for one-half her level, her +3 Dexterity modifier, her +2 bonus for being proficient with the bow, and the bow’s +1 enhancement bonus. To see if she hits the ogre, she rolls 1d20 and adds 10. If she rolls an 11, her check result is 21. Since an ogre savage has an Armor Class of 19, she has scored a hit!

Attack: To make an attack, roll 1d20 and add the following:

✦ One-half your level
✦ The relevant ability score modifier
✦ All other modifiers

The total is your attack result.

Skill Checks: The knowledge and talents your character has learned are represented by skill checks. When you use a skill, you hope for a result higher than the DC of the task. For example, a white mage’s Heal check is a skill check against a specific DC. A thief’s Stealth check is a skill check against a DC equal to the target’s Perception check result (an opposed check). If the check result is higher than or equal to the DC, you succeed. The total of the modifiers you add to a skill check is your base skill check bonus.

Example: Alek, a 6th-level hume black mage with an Intelligence of 18, is trying to identify a strange creature by using the Arcana skill. His base skill check bonus is +12, which includes +3 for one-half his level, his +4 Intelligence modifier, and a +5 bonus for being trained in Arcana. To see if he identifies the creature, he rolls 1d20 and adds 12. If he rolls a 7, his check result is 19. Since the DC to identify the creature is 15, he realizes it’s a quickling.

Skill Check:  To make a skill check, roll 1d20 and add the following:

✦ One-half your level
✦ The relevant ability score modifier
✦ All other modifiers

The total is your skill check result.

Ability Checks: Sometimes you’re not making an attack or a skill check, but trying to accomplish a task that doesn’t fall into either category. You make an ability check. Ability checks give the DM a way to adjudicate actions when an attack or a skill check isn’t appropriate.

Ability Check:  To make an ability check, roll 1d20 and add the following:

✦ One-half your level
✦ The relevant ability score modifier
✦ All other modifiers

The total is your ability check result.

Example: A Strength check to break down a door is 1d20 + one-half your level + your Strength ability modifier. A 4th-level character with a 16 Strength makes a Strength check by rolling 1d20 + 5 (+2 for level, +3 Strength modifier). If he rolls a 16, his result for that Strength check is 21.

Rest and Recovery

Sooner or later, even the toughest adventurers need to rest. When you’re not in an encounter, you can take one of two types of rest: a short rest or an extended rest. About 5 minutes long, a short rest consists of stretching your muscles and catching your breath after an encounter. At least 6 hours long, an extended rest includes relaxation, sometimes a meal, and usually sleep.

Short Rest: A short rest allows you to renew your encounter powers and spend healing surges to regain hit points.

✦ Duration: A short rest is about 5 minutes long.
✦ No Limit per Day: You can take as many short rests per day as you want.
✦ No Strenuous Activity: You have to rest during a short rest. You can stand guard, sit in place, ride on a wagon or other vehicle, or do other tasks that don’t require much exertion.
✦ Renew Powers: After a short rest, you renew your encounter powers, so they are available for your next encounter.
✦ Spend Healing Surges: After a short rest, you can spend as many healing surges as you want. If you run out of healing surges, you must take an extended rest to regain them.
✦ Using Powers while You Rest: If you use an encounter power (such as a healing power) during a short rest, you need another short rest to renew it so that you can use it again.
✦ Interruptions: If your short rest is interrupted, you need to rest another 5 minutes to get the benefits of a short rest.

Extended Rest: Once per day, you can gain the benefits of an extended rest.

✦ Duration: An extended rest is at least 6 hours long.
✦ Once per Day: After you finish an extended rest, you have to wait 12 hours before you can begin another one.
✦ No Strenuous Activity: You normally sleep during an extended rest, though you don’t have to. You can engage in light activity that doesn’t require much exertion.
✦ Regain Hit Points and Healing Surges: At the end of an extended rest, you regain any hit points you have lost and any healing surges you have spent.
✦ Powers: At the end of an extended rest, you regain all your encounter powers and daily powers.
✦ Action Points: At the end of an extended rest, you lose any unspent action points, but you start fresh with 1 action point.
✦ Interruptions: If anything interrupts your extended rest, such as an attack, add the time spent dealing with the interruption to the total time you need to spend in the extended rest.