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<blockquote data-quote="Krensky" data-source="post: 4890922" data-attributes="member: 30936"><p>Ok. The AoOs relating to movement are replaced with a simple rule: If you are adjacent (within 5' or one square) of an opponent (not their reach) you may only take a 5' step, Tumble, or a standard move where the first 10' does not leave them adjecent. Also, if you move adjacent to an opponent it ends your move unless they are flat-footed or unable to attack you, although you can tumble past. In play it's easy to remember and has a minimal effect.</p><p></p><p>As for disrupting skills, whenever the GM decides someone's action is might me distracted by his condition or events around him the character needs to make a Resolve check to continue. If they fail they have to start over, if they critically fail they need to get away from the distraction for a minute.</p><p></p><p>It's worth noting that, in a lot of ways, FC shares some feel with 1e. In that a number of rules and a few systems are left vague for the GM to adapt to their purposes and style. Known spells, for instance. The game tells you how many spells a Mage starts with, but not how they gain more since it's an issue related to the specific campaign.</p><p></p><p></p><p></p><p>It also has per session and per combat resources. Tracking it all is pretty easy though since you almost never stretch a scene over multiple sessions, the per adventure ones are the only ones really needing tracking for more then a short while.</p><p></p><p>The system assumes ammo tracking like pretty much every other game, but if you wanted to you could just ignore ammo tracking, with the GM or players being able to spend a action die to say one character's quiver, bandolier, bolt case, ammo pouch, etc is empty. The game does have potions and scrolls, but they are treated just like any other gear and can be cut out if you want, the system does not assume magic. "Wands" (basically anything that generates a spell effect) work on a per scene or per adventure basis.</p><p></p><p></p><p></p><p>No problems.</p></blockquote><p></p>
[QUOTE="Krensky, post: 4890922, member: 30936"] Ok. The AoOs relating to movement are replaced with a simple rule: If you are adjacent (within 5' or one square) of an opponent (not their reach) you may only take a 5' step, Tumble, or a standard move where the first 10' does not leave them adjecent. Also, if you move adjacent to an opponent it ends your move unless they are flat-footed or unable to attack you, although you can tumble past. In play it's easy to remember and has a minimal effect. As for disrupting skills, whenever the GM decides someone's action is might me distracted by his condition or events around him the character needs to make a Resolve check to continue. If they fail they have to start over, if they critically fail they need to get away from the distraction for a minute. It's worth noting that, in a lot of ways, FC shares some feel with 1e. In that a number of rules and a few systems are left vague for the GM to adapt to their purposes and style. Known spells, for instance. The game tells you how many spells a Mage starts with, but not how they gain more since it's an issue related to the specific campaign. It also has per session and per combat resources. Tracking it all is pretty easy though since you almost never stretch a scene over multiple sessions, the per adventure ones are the only ones really needing tracking for more then a short while. The system assumes ammo tracking like pretty much every other game, but if you wanted to you could just ignore ammo tracking, with the GM or players being able to spend a action die to say one character's quiver, bandolier, bolt case, ammo pouch, etc is empty. The game does have potions and scrolls, but they are treated just like any other gear and can be cut out if you want, the system does not assume magic. "Wands" (basically anything that generates a spell effect) work on a per scene or per adventure basis. No problems. [/QUOTE]
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