AFG: 20 questions

Brentan over at Untimately asks some interesting questions which can be summed up as “how do you roll?”. Here are the  answers for AFG.
  1. Ability scores generation method? Roll 3d6 for each of three stats, in order.
  2. How are death and dying handled? if you get under 0, you might be dead. This depends on how quickly you are rescued and the blow that sent you down. If you get another hit when you’re down, you’re most most probably dead meat.
  3. What about raising the dead? Doable, but not straightforward. There are 2 NPCs in my campaign that can do it but it’s extremely hard to talk them into doing so. It happened once. Of course it’s easier and cheaper to bring back the dead as skeletons, zombies, wights and so on.
  4. How are replacement PCs handled? I’ll try to make the player play as soon as possible. My favourite tactic is “you find a prisoner, and you remember he’s an adventurer that left and never came back to the tavern”.
  5. Initiative: individual, group, or something else? Fixed order: Missile, Melee, Movement, Magic.
  6. Are there critical hits and fumbles? How do they work? They’re not there, but it’s possible to get extra damage at times.
  7. Do I get any benefits for wearing a helmet? Sure. Things falling on your head won’t kill you immediately.
  8. Can I hurt my friends if I fire into melee or do something similarly silly? Nah. 
  9. Will we need to run from some encounters, or will we be able to kill everything? Of course you can kill everything, but AFG doesn’t care about how many monsters you kill. Combat brings no benefit except the possibility of having to roll a new character.
  10. Level-draining monsters: yes or no? No. Draining monsters heal themselves, then increase their maximum hits after they are fully healed.
  11. Are there going to be cases where a failed save results in PC death? Of course my dear. And in many other cases a failed save might kill you indirectly.
  12. How strictly are encumbrance & resources tracked? Resources very strictly. Encumbrance not really, but armour will make you slow, thus unable to run away as quickly.
  13. What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time? You can gain a level or any other achievement benefit at any point, no training needed. But PCs can also train and research: in addition to spell research for Casters AFG offers Fighters rules to develop, teach and learn Secret Weapon Techniques.
  14. What do I get experience for? There’ be no experience points in AFG, characters grow by doing stuff and looting treasures, like Sham ordered. And the stuff to be done depends on both the campaign and what you agreed with the Referee. Also practising tasks makes you earn EXPERT letters. When you accumulate the sixth on a task, you become, guess what?, EXPERT at it. You can also become MASTER later, for added bad-assery.
  15. How are traps located? Description, dice rolling, or some combination? Description, but if you prowl slow enough you might just notice them. The problem is that you’ll keep on running into them nasties.
  16. Are retainers encouraged and how does morale work? Yes, but morale does not have hard-and-fast rules yet. There are spells to make wimpy minions go back to the front line tho. 
  17. How do I identify magic items? Unveil Arcana is known by all level 1 Casters, unless the player decides so.
  18. Can I buy magic items? Oh, come on: how about just potions? Sure. You can also buy a kingdom with enough gold. Potions are not that common, but you can easily get mana vessels and fetishes for level 0 spells, so you can cast your own spells.
  19. Can I create magic items? When and how? You need to progress as Caster a bit, but you’ll be able to make minor magic items such as fetishes and mana vessels soon. For magic swords and the like, it’s definitely doable, but I’d rather find an enchanted anvil or some meteoric ore.
  20. What about splitting the party? Sure. When you run away and leave your mates back you might even survive.

2 thoughts on “AFG: 20 questions

  1. When you run away and leave your mates back you might even survive. <- Love this!
    Draining monsters heal themselves, then increase their maximum hits after they are fully healed. <- Stolen!

    • Glad you like them. The first one is pretty damning for Fighters, the second one… it’s pretty damning for fighters too. Fighters get shafted all the time.

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