Dice

The most important tool for playing FoG besides your imagination are the dice that determine the outcome of a situation. One dice roll can contain one or multiple dice. The standard dice notation is 1d6 for a single six-sided die, 2d6 for two of them or 1d10 for a single ten-sided die. The first number is the amount of dice to roll and the second number is the amount of sides these dice must have. If you gain a numeric bonus to a roll, it can be written as 2d6+3 for example. This means that you roll two six-sided dice and add 3 to the result.

To play Favor of the Gods, you need multiple d6 and two d10.

Exploding Dice

Whenever you roll a 6 with a six-sided die, it explodes. That means that you may roll another d6 and add the results. So, if you roll 4d6 and two of them come up sixes, you may roll another 2d6. These extra dice may also explode.

Determining a Chance

Sometimes a chance roll is required (denoted as 1d100). To determine a chance, take 2d10 and declare one of them to be the ones and one of them to be the tens before rolling.

Now, if the tens die shows a 5 and the ones die shows a 2, the result is 52. If the chance is 52% or lower, then the chance was met.

Some General Rules

  • All values are rounded down if decimals do not make sense.
  • A specific rule overrules a general one.
  • Nothing happens if a rule says to do something and another rule says you cannot do that.
  • Common sense overrules any rule at the GM's discretion.
  • When something is not covered by the rules, it is up to the GM to come up with a ruling.
  • One round takes about 6 seconds in-game (1 minute equals 10 rounds).
  • One field usually equals 1m (~3.3 ft) of distance.
  • If your movement would be halved more than once, it is instead reduced to 1 field.
  • An ally is anyone you consider friendly. You are also your own ally. Anyone can refuse to be targeted by something that only targets allies.
  • In effect descriptions, "adjacent" or "next to" describes something that is up to 1 field away from something.