Advanced Fighting Fantasy rules are based on the mechanics of some pick-your-path gamebooks that were popular in the United Kingdom in the early 1980s. I was aware of the books from seeing them in stores and advertisements in Game magazines but I never owned one.
I bought the rules in 2014 and never looked at them too closely. But this weekend I went through them in detail. It is a simple system that is very different from other fantasy games I have played.
What follows is a brief overview of the rules.
The system does not use classes or levels and allows a lot of customization in creating the hero you want to play.
Heroes have four characteristics, Skill, Stamina, Luck, and Magic. The characteristics have starting values of 4, 8, 8, and, zero respectfully. There are 8 additional points that can be added to the characteristics. Skill and Luck can each be increased by 3 points. Four points can be added to Stamina and each point added to stamina is worth 2 points. It is possible to leave Magic at zero if you do not plan to create a magic-using character. But you can put 7 points into magic.
The game assumes that must heroes are humans. Humans gain +1 to Luck. If you want to play an Elf they get a +1 to magic and dwarves get a +2 to stamina. Elves and dwarves also must take the Dark seeing talent.
The real customization begins in taking Special Skills. Special skills are Lore skills, stealth skills, combat skills, and magic skills that define a hero. All new Heroes also assign 2 points to three different special skills and 1 point to six more special skills. No skill can be increased twice. Although racial special skills can be further raised.
The Magic Special skills detail the different types of magic available. To have one of these skills the hero must have at least one point in Magic skill. Only one type of Magic can be chosen.
Minor Magic, Magic Priestly, Magic Sorcery, Magic Wizardry are the types. Magical Heroes need to calculate how many Magic Points they have. Magic points (MP) power Wizardry and Magic-Minor spells. The Hero receives 2 MP for every point in the Magic Characteristic, Magic-Wizardry or Magic-Minor.
Finally, every hero chooses one Talent.
Core Action Rules
The core rules of the system are Unopposed checks and Opposed checks. The Hero rolls 2d6 and compares the result to the appropriate Characteristic. If the result is lower than or equal to the Characteristic it passes. Usually, this will be the Skill characteristic. If the hero has an appropriate Special Skill, the value of the Special Skill is added to the Characteristic. There can be other modifiers that add or subject from the hero’s Characteristic.
Most results are simply a passed or failed check. However, a roll of double 1 or double 6 each produces special results. Double 1 is a critical while double 6 is a fumble.
If the Hero is in competition with an opponent to complete the task then the opposed check system is used. Both the hero and the person opposing him roll 2d6 and ADD it to their Characteristic and Special skill total. Other modifiers may apply. Whoever has the highest result succeeds.
There is also a Luck check. This is normally requesting when a Hero is trying to avoid a Trap or any other situation where luck is the overriding factor. To test Luck the hero rolls 2d6 and compares the result to his CURRENT LUCK score. In this case ignore double 1 or double 6 results. Regardless of the result, the Hero’s current Luck will be reduced by 1 point. A player can choose not to be tested for Luck and fail automatically. A player can also voluntarily request to check for Luck in certain circumstances usually as an alternative to Skill.
Luck does not automatically recover over time. The DM may allow it to return to its full level at the end of an adventure.
The combat system is different from the skill check system and that makes it a little confusing for new players.
When a Hero fights an enemy BOTH combatants roll 2d6, and add their Skill score and appropriate weapon Special skill (if possessed). The highest total wins the round. If there is a tie the round is a draw. The winner of the round then rolls 1d6 to determine damage. This result is compared on the appropriate weapon damage table to find out how many Stamina points are lost. The loser of the round rolls 1d6 and compares the result on the armour table. This will determine how many Stamina points of damage are prevented by the armour.
If a hero reaches 0 Stamina they are immediately knocked unconscious. If they reach -4 Stamina they die outright. An unconscious hero loses 1 Luck every minute (six combat rounds) until attended by a Hero with the First Aid Special skill or is healed with magic. If they reach 0 Luck they die.
The rules suggest rolling 3d6 to speed up play. One die is a different colour and indicates a damage or armour roll.
If a combat roll is double 6, that combatant automatically wins the round. Also, they inflict more damage. Roll 1d6 damage roll and double the result. Armour works as normal. This is a critical hit. Critical hits also force the victim to lose one point of Skill. Conversely, if a combat roll is a double 1, that combatant has fumbled and will automatically lose the round. They also must roll 2d6 on the fumble table.
If magic is cast or a magic missile weapon attacks these attacks are resolved first, followed by any magical spells or items, followed by any melee attacks.
Heroes my make a Luck check in combat to give themselves an edge. This will reduce the Luck score. Luck may be used after attack rolls are made to force the successful attacker to roll a 1 for their damage roll. Luck may also be used to increase the damage of a successful attack. The hero must check Luck before making the damage roll. If successful the Hero will use the damage from column 7 of their damage table.
If a hero or a monster is facing multiple enemies. The single combatant must choose which enemy he is attacking. All combatants roll as normal and calculate as normal. If the lone fighter beats the nominated enemy then he inflicts damage. If he has a higher roll than other enemies he avoids damage. But if another enemy has a higher roll he will take damage from that enemy.
Some creatures have 2 or more attacks. These creatures may inflict damage on multiple opponents, up to the number of attacks. BUT they may only attack each opponent once. So if a creature with 2 attacks is fighting a single opponent it only gets a single attack.
Missile attacks are handled the same way as melee combat with the exception that the combatant firing a weapon will only take damage if the other combatant has a missile weapon as well.
Each type of armour has a protection value. However, a hero must be trained in the wearing of armour or he will suffer penalties. A hero must compare his armour Special Skill plus Skill characteristic total to the listed protection value. If the hero has insufficient total to wear the armour but wears it anyway, then the difference between the required total and the hero’s actual total is deducted from all physical Skill checks including combat checks.
If a shield is used, then the protection provided for a particular result should be added to that provided by the armour worn. Only one armour roll is made whether or not a shield is used. A small shield does not require an Armour special skill to be used.
Damage can only be healed after a battle. A hero can benefit from First Aid immediately after a battle. A successful Healing Special Skill check allows the person healed to recover 2 Stamina. On a roll of double ones the subject actually recovers 4 Stamina. A roll of double 6 inflicts 2 Stamina damage. Only one First Aid check can be made per hero per fight.
A hero will also recover 2 Stamina from eating a meal. A hero can eat as many meals as the like but he regains Stamina only on the first two meals eaten.
If a hero does not eat a meal during the course of a day he loses 2 Stamina.
A night’s sleep also restores 4 Stamina as long as it is uninterrupted. A hero who goes a full day without sleep loses 3 Stamina. It takes a week of rest to recover 1 point of Skill from a major wound.
All heroes who want to use magic must have at least one point in the MAGIC characteristic. Spells of Minor Magic and Magic-Wizardry types are powered by mystical energy in the hero. This is represented by Magic points as noted earlier. Points are replenished by a night’s sleep.
The rules to cast spells are the same as those for skills. Roll 2d6 and compare to the Magic characteristic. You must roll under the characteristic to succeed. A fumble roll (double 6) requires a roll on the spell fumble table.
Some magic spells can be resisted by the target of the spell even if the spell was cast successfully. Spells that can be resisted are noted in their description.
To resist a spell, the target must make a Luck check. A successful check means that the spell fails to have its full effect. The Luck score would be reduced by one. A hero can voluntarily decide not to make a LUCK check.
If a caster invests extra magic points (wizard) or STAMINA (sorcerer) into a spell they can lower the chance of a Luck check succeeding. The test for Luck is modified by the number of extra points.
These spells are cantrips. Because of the ease of these spells, a standard spellcasting roll is made with a +6 bonus. A spellcasters total of his MAGIC characteristic and his Magic-minor special skill is known as his Incantation score.
These spells are powered by magic points. The number of points is equal to the rank of the spell. A wizard wearing armour must expend extra spell points for every spell cast. The number of additional points depends on the armour.
The total of sorcery, Magic characteristic plus Magic-sorcery special skill is called the sorcerer Inner Strength and is powered by Stamina. As with wizardry, a roll of 6 requires a fumble table roll. Unlike wizardry, the wearing of armour does not affect sorcery spells. The sorcerer still needs the armour special skill to receive the fill protective benefits of armour.
A sorcerer must always have a component if one is required for the spell. The required Stamina is deducted immediately after the spell is cast. It is possible for a sorcerer to knock himself unconscious with the casting of a spell. Casting a sorcery spell does not cause wounds, only weakness. This Stamina loss from spell casting cannot be restored by the Healing skill. It is recovered by food, sleep, a healing potion, or priestly ability. Unless noted in the spell description, the components for a spell are not consumed when the spell is cast. They can be reused.
The priests of a god can only worship one god and will always carry a symbol of the god they follow. Each god grants powers to his priests. The priest need only mumble a prayer for the power to take effect. A priest still requires the Magic characteristic but he does not need to make a Magic check to cast spells. The total of a Priest’s Magic characteristic and his Magic-Priestly special skill is referred to as Devotion. This is used to determine the effect of his powers.
A priest simply states his action for a round to use a power and it happens. The only thing that prevents a priest's power from occurring is falling out of favor with his god. A priest does not use magic points but he may only use each of his gifted powers once per day. They become available again at midnight. In dire circumstances, a priest may use the same power twice in one day but he must deduct a point of Luck to do so. Each god grants its priests a specific power and three common powers.
The main criticism I have with the rules is that the system of checks using a roll under method for success. I much prefer a rule over mechanic it feels right to roll high. This is made clumsy by the fact that combat uses the opposite approach. I do not think it would have taken a lot of work to change it so that the mechanic was standard. It will be confusing to think of rolling a 1 is a critical for skills but a fumble in combat. Especially, when unopposed checks can occur in combat (Luck for instance).
It is a different rules system then what I am used to for a fantasy game. That is a definite plus when you are looking to try something different. I am also a big fan of systems that do not have classes or levels. The character customization looks solid. The rules do provide some standard archetypes (ranger, wizard, fighter etc.) if you do not want to put a lot of thought into your starting character. The rules have a fairly standard experience system that allows you to spend points on increasing characteristics or buying Special skills.
I can see myself trying out these rules to see how they play. There is a fair amount of additional products on Drive Thru RPG. Monster books and adventures. Seeing these online was the inspiration for me to dig out the rules are review them.