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How to Play

How do you play LFG?

This section explains the Core Mechanic and other basics of Logical Fantasy Gaming.

This section answers the following: What is LFG? How do you Play? How do I Make a Roll?

What are Story Gameplay & Combat Gameplay? Anything else a beginner should know?

Logical Fantasy Gaming (LFG) is a fantasy and adventure role-playing game in which players develop their own unique characters and work together to complete heroic quests and daring adventures. You and your companions choose where you want to go and how the story unfolds, but with each choice comes uncertainty! The possible outcomes of your decisions are represented by the roll of a dice! A higher roll represents a higher chance for success.

                Because this game is limited only by your imagination, it offers opportunities and customization far beyond even the most complicated and advanced video games. Whatever type of story you wish to tell, whatever type of character you wish to see, this is your chance to make them come to life!

 

The Prime Directive: Have Fun! All of the rules presented in this manual are guidelines to help make a story come to life. If a particular rule doesn’t work for your group, doesn’t make sense, or for some reason doesn’t jive with the story you’re telling, then you can always change it, remove it, or just ignore it so the story stays fun and exciting for everyone involved!

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How do you play the game?

Regardless of what is happening in your story, any session of LFG works like this (basically):

                -The GM describes a scene, and the player characters describe or act out what they would do in this situation. Your character can do anything that you imagine, so long as it corresponds to your character’s personality and the abilities your character has. Players take turns to describe and resolve their actions.

 

Rule Zero: The GM has the last word. The GM is the author of this adventure, so they finalize any decision that affects how the game is played or anything that happens in the story! The GM is allowed to add, modify, or remove rules and other aspects of the game to build the adventure they desire, and to make sure the game runs smoothly and ensure that all players (including themselves) have fun! As a GM, don’t let the rules limit your creativity, or the creativity of your players! Sometimes you may just have to wing it!

 

                How does my character do stuff?

                -Say what you want your character to do! The GM will tell you what sort of roll you need to make, if any. If no roll is needed, you can just say that you do it and see what happens!

 

-Characters accomplish tasks and interact with the world by making Skill Checks, Attack Rolls, and Saving Throws using the Core Mechanic and a few general rules.

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The Core Mechanic: For any action that has at least some chance of success or failure:

      -Roll a twenty-sided die (d20).

            -Add to that roll any bonuses or penalties you have associated with this task.

            -If the total of your roll is equal to or higher than the DC of the action, you succeed!

      DC = Difficulty Class: The number required on a roll you make to try to succeed at something.

Making a Roll in LFG:

-Players should roll dice in the open so everyone can see the results.

-The GM may make some rolls in secret to create suspense!

Modifiers, Bonuses, and Penalties: A “Modifier” or “Bonus” is a number that is added to a dice roll or particular score to help you succeed. A “Penalty” is a number subtracted from your dice roll or a particular score.

Calculations and Rounding - Round Down: Whenever you make a calculation in LFG that involves a fraction or decimal, the result is always rounded down to the nearest whole number!

-Ex: If you roll a 9 and are told to take half the result, the result is a 4.

Reading the Rules: Specific Rule > General Rule

-A specific rule for any situation or ability overrides the general rules in place for that situation.

(Ex: As a general rule, a character can only make 1 Reaction per Turn. However, the Combat Reflexes Feat specifies a character’s ability to make +2 Reactions per Turn; this specific Feat overrides the general rule.)

  Examples of Play:

-Ex1: Player - “I sheath my sword & step forward, bowing to the princess. ‘Tis a pleasure to meet you, m’lady.’” GM – “The princess extends her hand ‘The pleasure is mine. Come, we have much to discuss.’”

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  -Ex2: Player - “I step out from behind the tree and shoot an arrow at the goblin shaman!” GM – “Okay, make an Attack Roll.” Player – “I rolled a 13, plus 5 for my attack bonus. That’s 18.” GM – “Your arrow strikes the goblin in the shoulder. ‘EEEYYYYEEE!!!!’ The Goblin squeals in pain! Now roll your damage!”

Making a Roll
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The 3 Main d20 Rolls: Skill Checks, Attack Rolls, Saving Throws

                With these 3 rolls, you can accomplish just about anything in LFG!

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Skill Checks: Whenever you want to try to do something that has some chance of failure that is NOT an attack, you make a Skill Check. If the result for your Skill Check is greater than or equal to the Difficulty Class (DC) of your particular action, you succeed.

Skill Checks have the widest breadth of in-game actions, being used for anything from haggling over the price of jewelry to building a trebuchet to identifying undead monstrosities or navigating across the open ocean.

                A Skill Check relies on how many Ranks you have in a particular Skill, your character class, and an Ability Modifier appropriate for the Skill you are using. Sometimes you may have to make a roll using only your Ability Score Modifier. Checks such as this are referred to as Ability Checks.

Skill Check = 1d20 + Skill Ranks + Appropriate Ability Modifier + Other Bonuses

 

Attack Rolls: Whenever you want to strike a foe with a weapon or other attack, you make an Attack Roll. If the result of your Attack Roll is greater than or equal to the Armor Class (AC) of your enemy, you score a hit!

                A character’s Armor Class (AC) serves as the DC for attacks against them.

                An Attack Roll relies on your Hit Rating (HR) from character levels, your strength or dexterity modifier, and the weapon you are using. Large weapons generally use the strength modifier (STRMod), and light weapons and ranged weapons generally use the dexterity modifier (DEXMod).

                Attack Roll = 1d20 + Hit Rating + (STRMod or DEXMod) + Other Bonuses

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(Ranged attacks can use your WISMod in place of DEXMod)

 

Saving Throws: Whenever you are targeted by an effect that you have a chance to either resist or avoid, you roll a Saving Throw. If your Saving Throw result is equal to or greater than the DC of the enemy effect, you manage to avoid some or all of the effects!

A Saving Throw relies on the number of levels you have in your character class and an ability modifier appropriate for the Save you are making. (There are 3 types of Saving Throws: Fortitude, Reflex, Will)

                Saving Throw = 1d20 + Save Rating from Class Levels + Appropriate Ability Modifier + Other Bonuses

 

Each type of roll is specifically detailed later in this manual. This introductory section provides players with a general understanding on how they work most of the time.

-For further information on Skill Checks, see the Skills Section.

-For details on Saving Throws and Attack Rolls, see the Combat Section.

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-Rolling a 20 on a d20 is called a Natural 20, or Nat20. Rolling a 1 on a d20 is called a Natural 1, or Nat1.

       -These rolls may have extra effects depending on what type of roll you were making.

Notes on General Rules:

Rule Zero: Since every possible situation cannot be explained in this manual, the GM may have to quickly decide a ruling. Be respectful, and try to make the decision as logical and believable as possible! When in doubt: if it’s fun, allow it!

-In many RPG groups, Rule Zero is stated as “The GM is always right.” However, the GM should also be open to discussion, willing to check up on a rule they may have missed, or to consider a player’s concerns before making a decision.

Rolling: Not every action in LFG requires a die roll! Don’t waste time on boring rolls! Very simple and menial tasks do not require a roll. Your character is assumed to be capable of all actions associated with daily living. Rolls should only be made in combat or other dramatic situations where the results are uncertain, or where success or failure could alter the storyline. 

Player Note - Making a Roll in LFG: Before you make a roll, get the GM’s attention! Be sure you’re actually supposed to be making the roll, either because you asked to do it and got the okay from the GM, or the GM told you to do it! Then roll your dice in the open, tally up your total accurately, and share your result!

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Experiencing the Game:

There are two main types of gameplay players will experience in a Logical Fantasy Gaming session: Combat Gameplay and Story Gameplay. These two types of play alternate seamlessly back and forth throughout the adventure as needed.

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Story Gameplay:

Story Gameplay is a GM guided role-playing session, with no specific turn organization. Story Gameplay is very fluid, with players conversing, sharing ideas, questioning the GM, and experiencing the lives of their characters. During Story Gameplay, the adventuring party explores their world, making skill checks and other rolls when prompted by the GM, or when they feel inclined to do so.

                When the characters begin an assault, are ambushed, or the situation just gets so tense that every second matters, the game switches over into Combat Gameplay.

-Players with a creative mind who appreciate story detail, character development, puzzles, suspense, deception, and quality role-play will probably enjoy Story Gameplay.

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Combat Gameplay:

Combat Gameplay changes LFG into a turn-based strategy game that focuses on a single battle in a particular location. Combat Gameplay takes place in rounds representing six seconds of in-game time. Players and monsters each take individual turns through the Selective Initiative System (SIStem). At its most basic, each player chooses who acts next in the turn order. An initiative roll determines who acts first, then that character chooses who goes next until all players and monsters have acted. Each character is allowed a set number of actions on their turn. However, the dynamic SIStem allows other players and monsters to react on each other’s turns and even interrupt the turn to grab an enemy as they try to escape or save an ally from a lethal blow.

      This system uses a tabletop grid and miniatures to represent players, enemies, terrain, and more.

      When the battle ends or the situation subsides to a point where keeping track of every second is no longer required, the game switches back into Story Gameplay.

-Players with a keen mind for tactical movement, a love of turn-based-strategy, medieval warfare, or who just have a desire to slay droves of enemies will probably enjoy Combat Gameplay.

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Gameplay Option - Free-Flow Combat: This “Theatre of the Mind” combat is a mix of the two standard styles above, using the statistics and attributes of Combat Gameplay with the creative flow of Story Gameplay. Characters still use rolls for attacks, spells, and initiative, but distance, position, cover, and movement are described more freely and determined entirely at the GM’s discretion. Free-flow combat does not require miniatures or a game-board, which creates a much more cinematic combat experience. This system generally allows much faster resolution of combat, but requires a good understanding between players and the GM. If the GM says “he’s too far away, you can’t reach him,” you just have to go with it. This system works best with imaginative players who enjoy embellishing and don’t mind “winging it” sometimes. This entertaining play-style promotes and rewards role-play, so it is definitely worth trying at least once!

-Players used to other games that lack a tabletop combat system may find playing with free-flow combat a perfect way to run an entire campaign. It is a good way to learn the basics of the combat system before diving into the complexities of tactical tabletop combat!

 

Make the game come to life and have fun playing whatever style you like the best! Enjoy!

-There’s a lot more to the game than the information presented here, but understanding the Core Mechanic and these Basic Rules is all you need to start adventuring! Use this book as a reference as needed and pick the rest up as you go!

 

Now that you know the basics, it’s time to build a character!

Experiencing the Game - Story Gameplay and Combat Gameplay

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Useful Things to Know

-A Nat20 is not automatically a Critical Hit (There is a Critical Threat & Confirmation system)

-A Nat1 is not a "botch" or a "fumble"

-You don't have to roll for everything!

-Everyone can use the Take 5 option on Skill Checks for Trained Skills (at least 1 Rank) and Ability Checks.

(Take 5 means you don't bother to roll and tally your result as if you rolled a 5 on a d20) - This can save a lot of trouble for skilled characters doing things like swimming, climbing, jumping, maintaining spells after taking damage, knowing important information, and so on.

-Flanking provides a +2 Tactical Bonus to the attackers' rolls

-You do NOT add your DEXMod to damage with ranged weapons or Finesse weapons. 

-Your STRMod is x1.5 for heavy weapon damage, and it can help you throw weapons farther and use more powerful bows.

-Every Player gets 2 Big Actions and 1 Little Action on their Turn, +1 Reaction per Round

-Every Character gains +2 HP and +10 Skill Ranks for being alive - Don't forget about these!

-You don't roll for your Ability Scores or Hit Points. Ability Scores use a Point Buy system, HP are set by character class.

-Initiative is NOT by numerical order - Each character selects who acts next! If you go last, you go first next round. Characters may attempt to interrupt using their Reaction and an Opposed Initiative Check.

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As you Level Up:

Important Level-Up stuff you don't want to miss!

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+1 Feat every 3 Levels. You must meet any Feat Prerequisites to gain a Feat in this manner.

+1 Ability Score Bonus every 4 Levels. You gain a permanent +1 Innate Bonus to any one Ability Score.

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Attacks Per Turn:

At Character Level 0-4: You may use 1 Big Action per Turn to make an Attack. (1 Attacks/Turn)

At Character Level 5-9: You may use 2 Big Actions per Turn to make an Attack (2 Attacks/Turn)

At Character Level 10-14: Once per Turn, you may make 2 Attacks as a single Big Action. (3 Attacks/Turn)

At Character Level 15+: You may make 2 Attacks as part of a single Big Action. (4 Attacks/Turn)

 

Don't forget to gain Hit Points and Skill Ranks when you level up!

*You always gain at LEAST +1 HP and +1 Skill Rank per level, even if you have a negative Ability Mod.

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At Character Level 0-4: You may place up to 5 Ranks in a Skill.

At Character Level 5-9: You may place up to 10 Ranks in a Skill.

At Character Level 10-14: You may place up to 15 Ranks in a Skill.

At Character Level 15+: You may place up to 20 Ranks in a Skill.

Gaining Levels
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