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Below is a rough overview of what is needed to play a Future Path game as well as some basic rules and vocabulary that is part of the nomenclature of d20 System. Players will find that these rules and ideas are largely standard across most Pen & Paper games especially ones that use the d20 System.
Are you new to Pen and Paper Role-Playing Games? Below is a rough overview of what is needed to play a Future Path game as well as some basic rules and vocabulary that is part of the nomenclature of this System. Players will find that these rules and ideas are largely standard across most Pen & Paper games.


After review the sections below the [[Introduction_Story|Introduction Story]] is a great place to read a short story to get you introduced to the Universe of FuturePath. Or head over to the [[Basics|Getting Started]] page to learn more about the rules. If a Player wants to skip ahead to learning how to make a character they can head to the [[Character_Creation_and_Advancement|Character Creation and Advancement]] page.
== What you'll need ==
You will need a [https://www.google.com/search?q=d20+Dice+set&source=lnms&tbm=shop&sa=X&ved=0ahUKEwiXzMHxh5_MAhWFOSYKHQBvAbEQ_AUIBygB&biw=1905&bih=945 d20 dice set], a [https://drive.google.com/file/d/1vxyMYxamyAMwfGeMNpJph0zqJeHfLFfo/view?usp=drive_link character sheet], (more on this later) and a place to meet up with friends. One person will have to be the '''Game Master''' (GM for short) while the others are '''Players'''.  


== What you'll need ==
Well, how do I start? If you have never played a Pen and Paper game before, then you should finish the rest of this page before moving on, as it helps to explain a few things.
You will need a [https://www.google.com/search?q=d20+Dice+set&source=lnms&tbm=shop&sa=X&ved=0ahUKEwiXzMHxh5_MAhWFOSYKHQBvAbEQ_AUIBygB&biw=1905&bih=945 d20 dice set], a [http://d20futurepath.com/FuturePath_AlphaTwo_v5.pdf character sheet], (more on this later) and a place to meet up with friends. One person can be the Game Master while the others are Players.  
 
# '''All these rules?''' You will need to learn at least some of the rules. But not only is it not necessary to know every single rule, but it is also not practical. The important part is to be familiar with this site and where you can find a rule when it comes up in gameplay.
## If you are a Player going directly to the [[Character_Creation_and_Advancement|Character Creation and Advancement]] page is a nice start. It will help you make a character that will, in turn, bounce you around different pages on this wiki. You can also read through the sections under "Rules" (you can skip the Combat section for now)
## If you are a GM, then start with all the pages under the "Rules" category, including the Combat section, "Characters" category, and "Campaign Setting" category.
# '''Number of people?''' The minimum number of players is 3 (1 GM and 2 Players), but for best results, most games have 4 players and 1 GM.
# '''Game Master?''' You will need to pick a player who will be the GM. Usually, someone who wishes to tell a story, premade or their own. More on that in the next section.
# '''How long does it take?''' Game sessions usually last 3 to 5 hours; however, they can go on much longer. It really is up to everyone if they want to keep going or stop. There are also helpful online resources that enable remote gameplay for those who cannot meet in person.
 
== Game Master? ==
 
The Game Master or '''GM''' describes events that occur in the game universe. In some systems, the Game Master is called 'The Story Teller'. However, the role is more popularly known as the Dungeon Master.
 
The GM tells the Players what is happening to their Characters in-game. Players then take turns acting on what they hear from the GM by sharing what their characters do.


Well, how do I start? If you have never played a Pen and Paper game before, then I recommend finishing the rest of this page before moving on to what is listed below, as it helps to explain a few things.
However, unlike simple storytelling, the success of actions Characters take is not certain. Success is left to some degree of chance, determined by dice rolls. Some actions are more challenging than others, and the GM helps to determine how difficult actions are. Some outcomes are precisely explained in rules, while other successful outcomes are left to the GM. The GM can also have other made-up Characters (usually called '''NPC'''s, or '''Non-Player Characters''') to help with Storytelling and to give the Player Characters someone to interact with, such as a villain!


* If you are a Player read through the Web Pages under the "Rules" section (you can skip the Combat section for now) and then on to creating your first Character in the [[Character_Creation_and_Advancement|Character Creation and Advancement]] page.
== Players/Characters/Heros? ==


* If you are a DM then also start with all the Web Pages under the "Rules" section including the Combat section and move onward to the "Campaign Setting" and "Monsters and Menaces" section.
In this wiki, the words Players, Characters, and Heroes are often used and sometimes interchangeably. Below is an explanation of each term.


== Game Master? ==
'''Players''': Used to describe the human participant playing the game. Usually, a Player controls a single Character in the FuturePath game, but they can technically control as many characters as the GM allows. In the rules, Player is often used when describing something that needs to be physically done, usually a dice roll.


The Game Master or GM describes events that occur in the game universe. In some system, the Game Master is called 'The Story Teller'. However, the role is more popularly known as the Dungeon Master.  
'''Character''': Used to describe the fictional avatar a Player controls. Sometimes, a Character refers to something the GM controls, although usually, this is an NPC (Non-Player Character). In the rules, this is often used to refer to the result of an action or role.  


Players take turns acting on what they hear from the GM by sharing what their characters do in the universe. However, unlike simple storytelling, the actions Characters take are not certain. The success of an action is left to some degree of chance according to dice rolls. Some actions are more challenging than others and the GM helps to determine how difficult actions are. Players usually go on adventures with other Players exploring the Story and world the GM describes. The GM can also have other made up Characters (usually called NPCs, or non-player characters) to help with Storing telling and to give the Player Characters someone to interact with such as a villain!
'''Hero''': Often used interchangeably with Player/Character, it can describe both. IE: The Hero must roll a d20+Advantage Die to determine success. If successful, the Hero moves through the obstacle.


== Dice Notation ==
== Dice Notation ==
A 'd' what? There are more than 6 sides to dice!? Yes! There are all sorts of dice out there! The most common type people are used too is the six sided die, usually having numbers represented by dots. In many pen and paper games, and especially in the d20 system, there are a lot of different types of dice that are used. To quickly say what type of die is required, someone may say, "Roll a d20," or "Use a d12". They are simply using a notation. The 'd' is for die, and the number is the number of sides on the die. Like so:
In many pen and paper games, and especially in the d20 system, there are a lot of different types of dice that are used. To quickly specify the type of die required, someone may say, "Roll a d20" or "Use a d12". They are simply using a notation. The 'd' is for die, and the number is the number of sides on the die. Like so:
:d4 = four sided die
:d4 = four sided die
:d6 = six sided die
:d6 = six sided die
Line 28: Line 41:
:d20 = twenty sided die
:d20 = twenty sided die


Why so many dice!? Well, lots of reasons, but the end result is that they can represent different weapons or percent of a chance for action. Don't worry, your character sheet will always let you know what die to rule under what circumstances.  
Dice can represent different weapons or a percentage chance for success at an action. Your character sheet will help you know what die to roll under what circumstances.  


There is one other die notation:
There is one other die notation:
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== Die Levels ==
== Die Levels ==
{| class="wikitable" style="float:right; margin-left: 5px; margin-right: 5px;"
{| class="wikitable" style="float:right; margin-left: 5px; margin-right: 5px;"
|+ Table: Weapon Levels/Advanced Die Levels
|+ Table: Weapon Levels/Advantage Die
! style="text-algin:left;"|Level
! style="text-algin:left;"|Level
! Hit Die
! Hit Die
Line 62: Line 75:
|-
|-
| Level 9 || 2d12
| Level 9 || 2d12
|-
| Level 10 || 2d12 + 1
|-
|}
|}
{| class="wikitable" style="float:right; margin-left: 5px; margin-right: 5px;"
{| class="wikitable" style="float:right; margin-left: 5px; margin-right: 5px;"
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! style="text-algin:left;"|Level
! style="text-algin:left;"|Level
! Hit Die
! Hit Die
|-
| Level 0 || 0
|-
|-
| Level 1 || 1d2
| Level 1 || 1d2
|-
|-
| Level 2 || 1d4
| Level 2 || 1d2 +1
|-
| Level 3 || 1d4 +1
|-
| Level 4 || 1d4 +2
|-
|-
| Level 3 || 1d6
| Level 5 || 1d6 +2
|-
|-
| Level 4 || 1d8
| Level 6 || 1d6 +3
|-
|-
| Level 5 || 1d10
| Level 7 || 1d8 +3
|-
|-
| Level 6 || 1d12
| Level 8 || 1d8 +4
|-
|-
| Level 7 || 1d12 + 1d2
| Level 9 || 1d10 +4
|-
|-
| Level 8 || 1d12 + 1d4
| Level 10 || 1d10 +5
|-
|-
| Level 9 || 1d12 + 1d6
|}
|}


Some times there may be an effect that "increases the die level by one". Die levels are simply a ranking of each die ordered from the lowest max results to the highest mas results. So from 1d4 all the way to 2d12. The tables to the right shows examples:
Die levels are simply a ranking of each die ordered from the lowest max result to the highest max result. So, for example, 1d2 through 1d12. The tables to the right show the different die levels in the game.
 
There are two different Die Levels. The start out the same but they become different after level 6. The Die Levels used for Weapons and Advantage go from 1d12 to 2d8 and maxes out at 2d12 at level 9. While the Die Level used for Skills keeps going in a loop and at Level 7 is 1d12+1d2 at level 13 it will be 2d12 + 1d2.
 
== Sizes ==
 
This is simply vocabulary for explaining the size of a Character. If a GM says that a person in the game is Diminutive then all the players can understand the size. There are also some rules surrounding size inside of combat. These vocabulary words are used to define the size of Characters, Space ships and general items in the game.
 
#'''Fine''':
## Characters: Roughly 1 inch tall or shorter.
## Items: Microscopic
#'''Diminutive''':
## Characters: Over an inch shorter than a foot.
## Items: Visible by the human eye but just barely.
#'''Tiny''':
## Characters: Roughly a foot or more tall.
## Items: Examples would be micromachines, credit cards.
#'''Small''':
## Characters: Between 2 and 4 feet tall.
## Items: Things that could fit in your pocket. Cell phone for example
#'''Medium''':
## Characters: Between 4 and 7 feet tall.
## Items: A Laptop or large tablet. Something you probably need to carry in a backpack.
#'''Large''':
## Characters: Usually indicated that they take up more than a single 5-foot square
## Items: This would require a special backpack to carry or sling. Possibly a suitcase.
#'''Huge''':
## Characters: Usually a monster of some type that takes up more than 4 5ft squares.
## Items: These items you would not be able to carry yourself. A motorcycle would be a good example
#'''Gargantuan''':
## Characters: Usually these creatures take up somewhere between 8 and 12 may be more squares.
## Items: A car or large car.
#'''Colossal''':
## Characters: Massive Creatures. Examples would be like the Blue Whale or some of the larger Dinosaurs.
## Items: A Bus or small house.
 
Items are a tad tricky. In this case, they only apply to objects from the [[General_Equipment|General Equipment]] page. Weapons, Armor, vehicles, and other things may have different rules for size. However, this should give you a good working foundation for what is expected. If something stats "moves up a size category" or "Cannot do if one size category higher then you" you know have an idea.


Medium is the default size for just about everything. Characters and so one. The GM has the final say on the size of something in the game if the rules do not clearly specify.
There are two different Die Levels. Both start out at d2, but they progress differently from there. Weapons and Advantage Die are the same; however, Advantage Die level is determined by Character Path, and the Die Level doesn't increase at every Character Level up. Skill dies increase as the Character levels up, and the Player can choose nearly earned skill points into different skills. To learn more about skills, visit the [[SkillsBasics|Skill Basics]] page. Sometimes there may be an effect that "increases the die level by one." There are different rules for Advantage Die/Skill Die/Weapon Dies.


== Basic Task Resolution System ==
== Basic Task Resolution System ==


As you read on, you will learn about game play and the way in which it revolves around the GM/Story Telling informing Players about their surroundings, and the Players acting on that information. In many cases those Player actions require die rolls that add the aforementioned element of randomness to the adventure. [[Combat|Combat]] has the largest and most involved set of rules explaining what to roll and when, but what about the day to day stuff? Honestly, the amount of role playing in these events depends greatly on your style and on the GM. Whenever there is a conflict or simply any other choice/task where there is a reasonable possibility for some degree of failure, Players should roll. That sounds kinda open to interpretation, and that's because it is. It's designed in such a way as to give freedom to the GM and Players alike.
Player actions often require dice rolls to determine success, which adds an element of randomness to the adventure. [[Combat|Combat]] has the largest and most involved set of rules explaining what to roll and when, but what about the day-to-day stuff? Honestly, the amount of role-playing in gameplay depends greatly on the Player and GM style. Whenever there is a conflict or simply any other choice/task where there is a reasonable possibility for some degree of failure, Players should roll. That sounds kinda open to interpretation, and that's because it is. It's designed to give freedom to the GM and Players alike.


There is a standardized system for determining the success or failure of any given task:
There is a standardized system for determining the success or failure of any given task:


:d20 + Modifiers vs. Target Number
:'''d20 + Advantage Die + Modifiers vs. Target Number'''
 
<u>Modifiers</u>: A modifier is anything you add on top of your die roll, usually to boost it and help your chances for success. In almost all cases this is an [[Ability_Scores|Ability Scores]] modifier, but there are exceptions. Those are explained later or when you come cross them.
 
<u>Target Number</u>: In combat the Target Number is usually the enemies 'AC' or "Armor Class". It can also be a 'DC' or "Difficulty Check". These will be explained later, but for now here is example: a character is trying to disarm a bomb. The bomb has a "DC" or Difficulty of 20. The Player's Target Number that they must beat when doing the roll is 20.


The Modifiers and Target Number are determined by the type of task. If the result of the d20 roll + the Modifiers equals or exceeds the Target Number, the test is successful. Any other result is a failure. A "natural 20" on the die roll is not an automatic success. A "natural 1" on the die roll is not an automatic failure, unless the rules state otherwise. '''<=(My house rules state that a roll of a natural '1' that results in a failure is a critical failure, the outcome of which is determined by a table or phone app, the latter of which is streamlined and works best. This adds an element of uncertainty and excitement to the combat. These 'critical failures' may result in just a normal failure, in something unexpected, or in something catastrophic occurring. I've found that my players tend to ask for this if I've forgotten or omitted it, perhaps since enemies are prone to these as well.)'''
*<u>d20</u>: This is the standard die that is used in all conflict resolutions. This is based on the '''d20+''' rule set. (d20+ is a modification of the d20 ruleset)
*<u>Advantage Die</u>: '''Optional''' This only applies when a Character is performing a task that they are proficient in or that the GM determines they have an advantage or disadvantage. To learn more about how the Advantage system works, go to the [[Advantage]] page.
*<u>Modifiers</u>: A modifier is anything you add on top of your die roll, usually to boost it and help your chances for success. It is often the [[Ability_Scores|Ability Scores]] modifier or a Misc bonus to a Skill.
*<u>Target Number</u>: In combat, the Target Number is usually the enemies '''AC''' or Armor Class. In order for the Character to hit the enemy, the Player must roll an accuracy check against that enemy's AC. It can also be a '''DC''' or Difficulty Check. An example would be a character trying to disarm a bomb. The bomb has a "DC 20" or Difficulty of 20. The Player's Target Number they must beat on the roll is 20.


A "natural" anything is when you roll a d20, in which case you get that number, as apposed to unnatural, meaning that the number was only reached after adding modifiers too it. So a "natural 20" would mean you rolled a d20 and got the number 20 before you added your modifiers.
The Modifiers and Target Number are determined by the type of task. If the resulting roll meets or exceeds the Target Number, the test is successful. Any other result is failure. A "natural" anything is when you roll a d20, in which case you get that number, as opposed to unnatural, meaning that the number was only reached after adding modifiers to it. So a "natural 20" would mean you rolled a d20 and got the number 20 before you added your modifiers. A 'Nat 20' (or Natural 20) in combat usually means a critical hit, while a 'Nat 1' means a critical failure. However, critical success and failure occur only during combat.


== Math? ==
== Key Terms ==


Hate math? Well I would lie if I said I do too... buuuut in gaming it can be a bore. We want gaming to be swift and action packed, and not represent homework. So in general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. A fairly simple rule, and one we hope you never have to use. In short, you should almost never deal with a fraction.
For a complete list of [[Key Terms]], go [[Key Terms|here]].
 
<u>Exception</u>: Certain rolls, such as damage and hit points, have a minimum of 1.
 
Sometimes a special rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (x2) and a double (x2) applied to the same number results in a triple (x3, because 2 + 1 = 3). Again we hope to avoid unnecessary extra arithmetic. '''<=(Unsure about this, as it seems that x2 + x2 == x4.)'''
 
== Other Common Definitions/Notations ==


=== Hero/Character ===
=== Hero/Character ===
: These two words are interchangeable. They both refer to a Character that is playable by either the Game Master or a Player. They gain levels and have Classes and so on. A Player makes a Character/Hero as there avatar that they control in the game.  
: These two words are interchangeable. They both refer to a Character that can be played by either the Game Master or a Player. They gain levels, have Classes, and so on. A Player creates a Character/Hero as their avatar, which they control in the game.  


=== AC/Defense ===
=== AC/Defense ===
: AC stands for Armor Class. It is how well defended a Character is and how hard it is too hit them. Armor Class tries to represent both the Armor a target has but also easy it is for them to dodge or simply how hard it may be to land a hit that may do damage. 10 + Armor Bonus + Dexterity Modifier + Siz Modifier + Natural Armor + Misc Modifier.
: AC stands for Armor Class. It is how well-defended a Character is and how hard it is to hit them. Armor Class tries to represent both the Armor a target has, but also how easy it is for that Character to dodge an attack. Another way to think of it is: "How hard it may be for an average enemy to deal a damaging physical blow". AC = 10 + Armor Bonus + Dexterity Modifier + Siz Modifier + Natural Armor + Misc Modifier.


=== Accuracy Check/Attack Roll ===
=== Accuracy Check/Attack Roll ===
Line 163: Line 141:


=== Initiative ===
=== Initiative ===
: How quick a Character can react to the environment. This helps determine the question of 'What team goes first?' in combat. It also is used to resolve a conflict between Characters such as 'Who gets to the door first?'. It is calculated by adding both Wisdom and Dexterity Modifiers together.
: How quickly a Character can react to the environment. This helps determine the question of 'What team goes first?' in combat. It is also used to resolve a conflict between characters, such as 'Who gets to the door first?'. It is calculated by adding the Wisdom and Dexterity modifiers.


=== Class/Advance Class ===
=== Class/Advance Class ===
: [[Future_Hero_Base_Class|Class]] and[[Advance_Classes|Advance Classes]] are specific 'paths' a Hero can choose that provide lays of customization that are what help allow your Character to stand out among the others. Classes usually refer to Future Hero Base Classes.
: [[Future_Hero_Base_Class|Class]] and [[Character Classes]] are specific 'paths' a Hero can choose that provide layers of customization that are what help allow your Character to stand out among the others.


=== Talents/Feats/Traits ===
=== Talents/Feats/Traits ===
: Talents: These are special features that are specific to a certain [[Character_Path|Path]] or [[Advance_Classes|Advance Class]].
: Talents: These are special features that are specific to a certain [[Character_Path|Path]] or [[Advance_Classes|Advance Class]].
: [[Feats|Feats]]: These are special abilities or features that can be picked by any Character and help define the role that Character is attempting to fill.
: [[Feats|Feats]]: These are special features, kinda like Talents, but can be picked from an open pool available to any Character.
: Traits: These are provided usually at level one by the [[Species|Species]] one picks.
: Traits: These are special features gained usually at level one via the [[Species|Species]] picked.


=== Check/Saving Throw/Roll ===
=== Check/Saving Throw/Roll ===
: All these just imply the use of dice. A Check is a way to confirm if an action performed '''by''' the Character is successful. While a Saving Throw is to see if an action performed '''on''' a Character is successful.
: Check is a way to confirm if an action performed '''by''' the Character is successful.
: Saving Throw is to see if an action performed '''on''' a Character is successful.
: Roll just implies the use of dice for one reason or another.


=== Damage Types ===
=== Damage Types ===
: Damage can be given to a Character in different ways. The default is with 'Kinetic' energy. If not specified Kinetic is the default damage type. There are 4 different damage types in Future Path. There is Chemical/Electrical/Kinetic/Thermal. DR can guard against a specific type or against all at the same time. Learn more about it [[Health_and_Injury#Damage_Types|here]].
: Damage can be given to a Character in different ways. The default is with 'Kinetic' energy. If not specified, Kinetic is the default damage type. There are 4 different damage types in Future Path. There is Chemical/Electrical/Kinetic/Thermal. DR can guard against a specific type or against all at the same time. Learn more about it [[Health_and_Injury#Damage_Types|here]].


=== DR (Damage Reduction) ===
=== DR (Damage Reduction) ===
: DR stands for Damage reduction. This acts sorta like a barrier that removes some of the damage that would otherwise be subtracted from your Hit Points. If a Character has 10 HP and 2 DR and gets hits for 8 points of damage then DR adsorbs 2 points leaving 6 to be subtracted from the 10 HP leaving only 4 left. DR can be provided by personal shields or by Armor through customization. There are DR for certain damage types to which there are 4 of and then there is Total DR which guards against all damage types.
: DR stands for Damage reduction. This acts sorta like a barrier that removes some of the damage that would otherwise be subtracted from your Hit Points. If a Character has 10 HP and 2 DR and gets hits for 8 points of damage, then DR absorbs 2 points, leaving 6 to be subtracted from the 10 HP, leaving only 4 left. DR can be provided by personal shields or by Armor through customization. There are 4 DR for certain damage types, and then there is Total DR, which guards against all damage types.
 
=== Unit ===
: A generic measurement of both weight and volume. It counts as 100 pounds and/or 1 square foot of volume. It is most commonly used to calculate the amount of storage on a Ship or that can be carried by a Vehicle.
 
== Sizes ==
 
This is simply vocabulary for describing the amount of space a Character or item occupies in the game world. If a GM says that a person in the game is Small, then all the players can understand what that term means. There are also some rules surrounding size in combat. These vocabulary words are used to define the size of Characters, Spaceships, and general items in the game.
 
#'''Fine''':
## Characters: Roughly 1 inch tall or shorter.
## Items: Microscopic
#'''Diminutive''':
## Characters: Taller than an inch but shorter than a foot.
## Items: Visible by the human eye but just barely.
#'''Tiny''':
## Characters: Roughly a foot or taller.
## Items: Examples include micromachines and credit cards.
#'''Small''':
## Characters: Between 2 and 4 feet tall.
## Items: Things that could fit in your pocket. Cell phone, for example
#'''Medium''':
## Characters: Between 4 and 7 feet tall.
## Items: A Laptop or large tablet. Something you probably need to carry in a backpack.
#'''Large''':
## Characters: A wide and tall person 8ft+ tall and their stance wider than 5ft. A horse is a good example.
## Items: This would require a special backpack to carry or sling. Possibly a large suitcase.
#'''Huge''':
## Characters: Usually a monster of some type that takes up more than a 10-by-10-foot space. An elephant is an example.
## Items: These items you would not be able to carry yourself. A motorcycle would be a good example
#'''Gargantuan''':
## Characters: Usually, these creatures are towering massive individuals and can stand 15ft+ and take up 15ft to 20ft squares. A giraffe, possibly.
## Items: A car or even a small bus.
#'''Colossal''':
## Characters: Massive Creatures. Examples include the Blue Whale and some of the larger Dinosaurs.
## Items: A Bus or a small house.
 
Items are a tad tricky. In this case, they apply only to objects on the [[General_Equipment|General Equipment]] page. Weapons, Armor, Spaceships, Vehicles, and other items may have different size rules. If something states "moves up a size category" or "Cannot use if one size category higher than Character," use the above text as a guide.
 
Medium is the default size for just about everything. Characters and so on. The GM has the final say on the size of something in the game if the rules do not clearly specify. A Character's [[Species]] may state a different size.


== The Most Important Rule ==
== The Most Important Rule ==


Have fun! Seriously its a game! Not all the rules listed on this site may fit your adventure. If changing them allows for fun, and fair play for all Players then why not? And why not share those changes online with the community? Keep in mind that following a set of rules helps build the imaginary world that can be shared with all players. If you suggest a change to a rule everybody needs to be aware of it. Often, the GM may have his/her own "house rules." But again... Have fun! Don't worry too much if one rule doesn't make as much sense as another. Its a game. Feel free to try out new ideas. Think of it as a different game mode. As long as there is continuity between Players and GMs understanding of the rules, feel free to experiment.
Have fun! Seriously, it's a game! Not all the rules listed on this site may fit your adventure. If changing them allows for fun and fair play for all Players, then why not? And why not share those changes online with the community? Keep in mind that following a set of rules helps build an imaginary world that all players can share. If you suggest a change to a rule, everybody needs to be aware of it. Often, the GM may have his/her own "house rules." But again... Have fun! Don't worry too much if one rule doesn't make as much sense as another. It's a game. Feel free to try out new ideas. Think of it as a different game mode. As long as there is continuity between Players' and GMs understanding of the rules, feel free to experiment.


This doesn't mean these rules are meaningless, only that they have a place. They are here to help build a fun adventure for everyone. If they have not succeeded at that, then either this game is not for you or perhaps the rules need work. Also, we picked these rules and built this system intentionally for the purpose of playing and having fun. If you haven't tried our particular rule set please at least attempt to use it in its whole and original state before passing judgment and making your own tweaks.
This doesn't mean these rules are meaningless, only that they have a place. They are here to help build a fun adventure for everyone. If they have not succeeded at that, then either this game is not for you, or perhaps the rules need work. Also, we picked these rules and built this system intentionally for the purpose of playing and having fun. If you haven't tried our particular rule set, please at least attempt to use it in its entirety and in its original state before passing judgment and making your own tweaks.

Latest revision as of 03:28, 31 May 2026

Are you new to Pen and Paper Role-Playing Games? Below is a rough overview of what is needed to play a Future Path game as well as some basic rules and vocabulary that is part of the nomenclature of this System. Players will find that these rules and ideas are largely standard across most Pen & Paper games.

What you'll need

You will need a d20 dice set, a character sheet, (more on this later) and a place to meet up with friends. One person will have to be the Game Master (GM for short) while the others are Players.

Well, how do I start? If you have never played a Pen and Paper game before, then you should finish the rest of this page before moving on, as it helps to explain a few things.

  1. All these rules? You will need to learn at least some of the rules. But not only is it not necessary to know every single rule, but it is also not practical. The important part is to be familiar with this site and where you can find a rule when it comes up in gameplay.
    1. If you are a Player going directly to the Character Creation and Advancement page is a nice start. It will help you make a character that will, in turn, bounce you around different pages on this wiki. You can also read through the sections under "Rules" (you can skip the Combat section for now)
    2. If you are a GM, then start with all the pages under the "Rules" category, including the Combat section, "Characters" category, and "Campaign Setting" category.
  2. Number of people? The minimum number of players is 3 (1 GM and 2 Players), but for best results, most games have 4 players and 1 GM.
  3. Game Master? You will need to pick a player who will be the GM. Usually, someone who wishes to tell a story, premade or their own. More on that in the next section.
  4. How long does it take? Game sessions usually last 3 to 5 hours; however, they can go on much longer. It really is up to everyone if they want to keep going or stop. There are also helpful online resources that enable remote gameplay for those who cannot meet in person.

Game Master?

The Game Master or GM describes events that occur in the game universe. In some systems, the Game Master is called 'The Story Teller'. However, the role is more popularly known as the Dungeon Master.

The GM tells the Players what is happening to their Characters in-game. Players then take turns acting on what they hear from the GM by sharing what their characters do.

However, unlike simple storytelling, the success of actions Characters take is not certain. Success is left to some degree of chance, determined by dice rolls. Some actions are more challenging than others, and the GM helps to determine how difficult actions are. Some outcomes are precisely explained in rules, while other successful outcomes are left to the GM. The GM can also have other made-up Characters (usually called NPCs, or Non-Player Characters) to help with Storytelling and to give the Player Characters someone to interact with, such as a villain!

Players/Characters/Heros?

In this wiki, the words Players, Characters, and Heroes are often used and sometimes interchangeably. Below is an explanation of each term.

Players: Used to describe the human participant playing the game. Usually, a Player controls a single Character in the FuturePath game, but they can technically control as many characters as the GM allows. In the rules, Player is often used when describing something that needs to be physically done, usually a dice roll.

Character: Used to describe the fictional avatar a Player controls. Sometimes, a Character refers to something the GM controls, although usually, this is an NPC (Non-Player Character). In the rules, this is often used to refer to the result of an action or role.

Hero: Often used interchangeably with Player/Character, it can describe both. IE: The Hero must roll a d20+Advantage Die to determine success. If successful, the Hero moves through the obstacle.

Dice Notation

In many pen and paper games, and especially in the d20 system, there are a lot of different types of dice that are used. To quickly specify the type of die required, someone may say, "Roll a d20" or "Use a d12". They are simply using a notation. The 'd' is for die, and the number is the number of sides on the die. Like so:

d4 = four sided die
d6 = six sided die
d8 = eight sided die
d10 = ten sided die
d12 = twelve sided die
d20 = twenty sided die

Dice can represent different weapons or a percentage chance for success at an action. Your character sheet will help you know what die to roll under what circumstances.

There is one other die notation:

d% = percentile dice (a number between 1 and 100 is generated by rolling two different ten-sided dice. One (designated before rolling) is the tens digit, and the other is the ones digit. Two 0s represent 100.)

Die rolls are expressed in the format: [#] die type [+/- modifiers]

Example: 3d6+2 means: "Roll 3 six sided dice. Add the result of the three dice together, then add 2 for the total."

Die Levels

Table: Weapon Levels/Advantage Die
Level Hit Die
Level 1 1d2
Level 2 1d4
Level 3 1d6
Level 4 1d8
Level 5 1d10
Level 6 1d12
Level 7 2d8
Level 8 2d10
Level 9 2d12
Level 10 2d12 + 1
Table: Skill Die
Level Hit Die
Level 0 0
Level 1 1d2
Level 2 1d2 +1
Level 3 1d4 +1
Level 4 1d4 +2
Level 5 1d6 +2
Level 6 1d6 +3
Level 7 1d8 +3
Level 8 1d8 +4
Level 9 1d10 +4
Level 10 1d10 +5

Die levels are simply a ranking of each die ordered from the lowest max result to the highest max result. So, for example, 1d2 through 1d12. The tables to the right show the different die levels in the game.

There are two different Die Levels. Both start out at d2, but they progress differently from there. Weapons and Advantage Die are the same; however, Advantage Die level is determined by Character Path, and the Die Level doesn't increase at every Character Level up. Skill dies increase as the Character levels up, and the Player can choose nearly earned skill points into different skills. To learn more about skills, visit the Skill Basics page. Sometimes there may be an effect that "increases the die level by one." There are different rules for Advantage Die/Skill Die/Weapon Dies.

Basic Task Resolution System

Player actions often require dice rolls to determine success, which adds an element of randomness to the adventure. Combat has the largest and most involved set of rules explaining what to roll and when, but what about the day-to-day stuff? Honestly, the amount of role-playing in gameplay depends greatly on the Player and GM style. Whenever there is a conflict or simply any other choice/task where there is a reasonable possibility for some degree of failure, Players should roll. That sounds kinda open to interpretation, and that's because it is. It's designed to give freedom to the GM and Players alike.

There is a standardized system for determining the success or failure of any given task:

d20 + Advantage Die + Modifiers vs. Target Number
  • d20: This is the standard die that is used in all conflict resolutions. This is based on the d20+ rule set. (d20+ is a modification of the d20 ruleset)
  • Advantage Die: Optional This only applies when a Character is performing a task that they are proficient in or that the GM determines they have an advantage or disadvantage. To learn more about how the Advantage system works, go to the Advantage page.
  • Modifiers: A modifier is anything you add on top of your die roll, usually to boost it and help your chances for success. It is often the Ability Scores modifier or a Misc bonus to a Skill.
  • Target Number: In combat, the Target Number is usually the enemies AC or Armor Class. In order for the Character to hit the enemy, the Player must roll an accuracy check against that enemy's AC. It can also be a DC or Difficulty Check. An example would be a character trying to disarm a bomb. The bomb has a "DC 20" or Difficulty of 20. The Player's Target Number they must beat on the roll is 20.

The Modifiers and Target Number are determined by the type of task. If the resulting roll meets or exceeds the Target Number, the test is successful. Any other result is failure. A "natural" anything is when you roll a d20, in which case you get that number, as opposed to unnatural, meaning that the number was only reached after adding modifiers to it. So a "natural 20" would mean you rolled a d20 and got the number 20 before you added your modifiers. A 'Nat 20' (or Natural 20) in combat usually means a critical hit, while a 'Nat 1' means a critical failure. However, critical success and failure occur only during combat.

Key Terms

For a complete list of Key Terms, go here.

Hero/Character

These two words are interchangeable. They both refer to a Character that can be played by either the Game Master or a Player. They gain levels, have Classes, and so on. A Player creates a Character/Hero as their avatar, which they control in the game.

AC/Defense

AC stands for Armor Class. It is how well-defended a Character is and how hard it is to hit them. Armor Class tries to represent both the Armor a target has, but also how easy it is for that Character to dodge an attack. Another way to think of it is: "How hard it may be for an average enemy to deal a damaging physical blow". AC = 10 + Armor Bonus + Dexterity Modifier + Siz Modifier + Natural Armor + Misc Modifier.

Accuracy Check/Attack Roll

Accuracy Check/Attack Roll. These two phrases are interchangeable and mean the same thing. They imply that a player needs to roll a d20 and add the correct modifiers to determine the success of an attack. The roll is usually d20 + Advantage Die (If proficient with the weapon) + Dexterity Modifier for Ranged and Strength Modifier for Melee.

Initiative

How quickly a Character can react to the environment. This helps determine the question of 'What team goes first?' in combat. It is also used to resolve a conflict between characters, such as 'Who gets to the door first?'. It is calculated by adding the Wisdom and Dexterity modifiers.

Class/Advance Class

Class and Character Classes are specific 'paths' a Hero can choose that provide layers of customization that are what help allow your Character to stand out among the others.

Talents/Feats/Traits

Talents: These are special features that are specific to a certain Path or Advance Class.
Feats: These are special features, kinda like Talents, but can be picked from an open pool available to any Character.
Traits: These are special features gained usually at level one via the Species picked.

Check/Saving Throw/Roll

Check is a way to confirm if an action performed by the Character is successful.
Saving Throw is to see if an action performed on a Character is successful.
Roll just implies the use of dice for one reason or another.

Damage Types

Damage can be given to a Character in different ways. The default is with 'Kinetic' energy. If not specified, Kinetic is the default damage type. There are 4 different damage types in Future Path. There is Chemical/Electrical/Kinetic/Thermal. DR can guard against a specific type or against all at the same time. Learn more about it here.

DR (Damage Reduction)

DR stands for Damage reduction. This acts sorta like a barrier that removes some of the damage that would otherwise be subtracted from your Hit Points. If a Character has 10 HP and 2 DR and gets hits for 8 points of damage, then DR absorbs 2 points, leaving 6 to be subtracted from the 10 HP, leaving only 4 left. DR can be provided by personal shields or by Armor through customization. There are 4 DR for certain damage types, and then there is Total DR, which guards against all damage types.

Unit

A generic measurement of both weight and volume. It counts as 100 pounds and/or 1 square foot of volume. It is most commonly used to calculate the amount of storage on a Ship or that can be carried by a Vehicle.

Sizes

This is simply vocabulary for describing the amount of space a Character or item occupies in the game world. If a GM says that a person in the game is Small, then all the players can understand what that term means. There are also some rules surrounding size in combat. These vocabulary words are used to define the size of Characters, Spaceships, and general items in the game.

  1. Fine:
    1. Characters: Roughly 1 inch tall or shorter.
    2. Items: Microscopic
  2. Diminutive:
    1. Characters: Taller than an inch but shorter than a foot.
    2. Items: Visible by the human eye but just barely.
  3. Tiny:
    1. Characters: Roughly a foot or taller.
    2. Items: Examples include micromachines and credit cards.
  4. Small:
    1. Characters: Between 2 and 4 feet tall.
    2. Items: Things that could fit in your pocket. Cell phone, for example
  5. Medium:
    1. Characters: Between 4 and 7 feet tall.
    2. Items: A Laptop or large tablet. Something you probably need to carry in a backpack.
  6. Large:
    1. Characters: A wide and tall person 8ft+ tall and their stance wider than 5ft. A horse is a good example.
    2. Items: This would require a special backpack to carry or sling. Possibly a large suitcase.
  7. Huge:
    1. Characters: Usually a monster of some type that takes up more than a 10-by-10-foot space. An elephant is an example.
    2. Items: These items you would not be able to carry yourself. A motorcycle would be a good example
  8. Gargantuan:
    1. Characters: Usually, these creatures are towering massive individuals and can stand 15ft+ and take up 15ft to 20ft squares. A giraffe, possibly.
    2. Items: A car or even a small bus.
  9. Colossal:
    1. Characters: Massive Creatures. Examples include the Blue Whale and some of the larger Dinosaurs.
    2. Items: A Bus or a small house.

Items are a tad tricky. In this case, they apply only to objects on the General Equipment page. Weapons, Armor, Spaceships, Vehicles, and other items may have different size rules. If something states "moves up a size category" or "Cannot use if one size category higher than Character," use the above text as a guide.

Medium is the default size for just about everything. Characters and so on. The GM has the final say on the size of something in the game if the rules do not clearly specify. A Character's Species may state a different size.

The Most Important Rule

Have fun! Seriously, it's a game! Not all the rules listed on this site may fit your adventure. If changing them allows for fun and fair play for all Players, then why not? And why not share those changes online with the community? Keep in mind that following a set of rules helps build an imaginary world that all players can share. If you suggest a change to a rule, everybody needs to be aware of it. Often, the GM may have his/her own "house rules." But again... Have fun! Don't worry too much if one rule doesn't make as much sense as another. It's a game. Feel free to try out new ideas. Think of it as a different game mode. As long as there is continuity between Players' and GMs understanding of the rules, feel free to experiment.

This doesn't mean these rules are meaningless, only that they have a place. They are here to help build a fun adventure for everyone. If they have not succeeded at that, then either this game is not for you, or perhaps the rules need work. Also, we picked these rules and built this system intentionally for the purpose of playing and having fun. If you haven't tried our particular rule set, please at least attempt to use it in its entirety and in its original state before passing judgment and making your own tweaks.