Portal Dungeon by Darkrider

Dungeon crawl (features portals, as name suggests).

You will require a peice of paper/word document and at least one dice (preferably two) OR a random dice generator.
Review MAD SPANNER
01 Jul 2013
I haven't played these kind of games for about a decade, so it was quite nostalgic getting into this game. I was using an online dice and word document, and it was a little bit of a slog going back and forth all those pages. The game didn't absorb me into its world as much as I liked, and I might just be unlucky, but I found myself dying cheaply a few times without much warning. That's common in these kind of games, but it doesn't make it any less annoying. If the game had clear instructions on how the combat worked instead of me searching the rules myself of fighting fantasy, it will work in its favor, otherwise it serves as a potential barrier to stop newcomers.

That said, it's still a great introduction, and I would like to play more text adventure versions of fighting fantasy.

Comment Darkrider
30 Jun 2013
Fighting fantasy combat rules are as follows:


Roll two dice for your opponent. Add its SKILL score to the total rolled, to find its Attack Strength.


Roll two dice for yourself, and then add your current SKILL score to find its Attack Strength.


If your Attack Strength is higher than your opponents, you have wounded it: proceed to step 4. If your opponent’s Attack Strength is higher than yours, it has wounded you: proceed to step 5. If both Attack Strengths totals are the same, you have both avoided or parried each other’s blows; start a new Attack Round from step 1, above.


You have wounded your opponent, so subtract 2 points from it’s STAMINA score. You may use LUCK here to do additional damage (see below). Proceed to step 6.


Your opponent has wounded you, so subtract 2 points from your STAMINA score. You may use LUCK to reduce the loss of STAMINA (see below).


Begin the next Attack Round, starting again at step 1. This sequence continues until the STAMINA score of either you or your opponent reaches zero, which means death. If your opponent dies, you are free to continue on your adventure. If you die your adventure ends and you must start all over gain by creating a new character.


Comment Darkrider
28 Jun 2013
Fighting fantasy combat rules are as follows:


Roll two dice for your opponent. Add its SKILL score to the total rolled, to find its Attack Strength.


Roll two dice for yourself, and then add your current SKILL score to find its Attack Strength.


If your Attack Strength is higher than your opponents, you have wounded it: proceed to step 4. If your opponent’s Attack Strength is higher than yours, it has wounded you: proceed to step 5. If both Attack Strengths totals are the same, you have both avoided or parried each other’s blows; start a new Attack Round from step 1, above.


You have wounded your opponent, so subtract 2 points from it’s STAMINA score. You may use LUCK here to do additional damage (see below). Proceed to step 6.


Your opponent has wounded you, so subtract 2 points from your STAMINA score. You may use LUCK to reduce the loss of STAMINA (see below).


Begin the next Attack Round, starting again at step 1. This sequence continues until the STAMINA score of either you or your opponent reaches zero, which means death. If your opponent dies, you are free to continue on your adventure. If you die your adventure ends and you must start all over gain by creating a new character.


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