Advantage & Disadvantage

There Are Effects In Free Flowing That Can Give Advantage Or Disadvantage On A Roll. Advantage Means That You Roll Two Dice And Take The Highest Number. Disadvantage Is Where You Roll Two Dice And Take The Lower. There’s Also Double Advantage And Double Disadvantage Where You Roll Three Dice And Take Higher And Lower And So On.

Stat Reduction

There Are Some Niche Effects And Conditions That Can Reduce Your Base Stats In Free Flowing. If A Stat Is Reduced By Any Means Or Amount, You Can Retrain To Increase Your Stats. It Will Take Approximately An Eighth Of The Time It Takes To Increase Your Stats To Get Back To Normal Before Your Stats Are Reduced.

Collaboration Rolls

When Two Or More Players Collaborate To Complete A Task Or Roll, One Of The Players Is Singled Out To Actually Make The Roll, Usually They Have The Higher Modifier.

Depending On How Many People Are Contributing To The Effort, The Single Player Can Roll With One Or More Advantages If Other Players Are Using The Help Action.

(Detailed In Special Actions Of Factors Of Combat)

Inspiration!

Whenever Your DM May Choose, Or When You Roll A Natural 1 On A D20 Roll, You Can Be Given A Point Of Inspiration. You can have up to 10 total at a time.

You Can Use Them Once Per Round As A Free Action. You Have The Following Options:

Improve: After Making A Roll, You Can Roll With Advantage And Add +5 To The Higher Roll

Brutalize: After Making An Attack, You Can Add Two Extra Damage Dice To Your Attack

Surpass: You Can Double The Range Or Distance Of Something On Your Turn. Stuff Like Throwing Or Walking Speed Applies Too.

Tear: You Can Attempt To Tear Off A Creature’s Body Part Using The Losing Limbs Section Of Extended Combat Rules

You can have up to 5 inspiration max.

Passive Skill Checks

There Are Times When Skill Checks Go On In The Background, Like When You Notice Something Out Of The Corner Of Your Eye.

The Following Is How Passive Skill Checks Are Calculated:

10 + Stat + Bonuses

(Unlocking Bonuses in training rules For More Info)

The Number Acts As A DC Or Dice Check For Anyone Contesting It Consciously

(EX: Someone Rolling Stealth Is Contesting Someone Else’s Passive Perception)

For Magic, Replace The “Any Bonuses” Number By The Tier Of The Spell

Added Bonus

Having a bonus to something means you are considered proficient in it.

Pretty Simple, Bonuses Add Onto Rolls Like Skill Checks, Weapon Attacks, Saving Throws, & More!

They Also Assist In Calculating Dice Checks (DCs) And Passive Checks.

Jumping, Lifting, & More

As An Extra Action You Can Roll A Lift And Launch Skill Check To Attempt To Either Lift Something Very Heavy Or Throw Something As Far As You Can. It’s Up To The DM The Extremes Each Reaches.

A Creature Can Take An Action or bonus action To Attempt To Jump On Their Turn. They Can Make A Vertical Or Horizontal Jump, Making An Athletics Or Acrobatics Check To Determine The Success Of Said Jump.

When A Normal Creature Attempts To Swim Or Climb, They Must Roll In Order To Succeed And Even Then They Can Only Swim Or Climb Up To Half Of Their Movement Speed Unless They Have An Ability That Says Otherwise.

Land Considered Difficult Terrain Halves Your Movement Unless You Have An Ability That Says Otherwise.

Dice Checks (DC)

Instead of rolling to break a creature’s armor class, sometimes you roll to resist an incoming effect. that minimum goal to be is a Dice Check (DC).

You resist a DC with a saving throw, usually Avoiding damage/conditions upon meeting or surpassing the DC.

“if it meets it beats!”

The Following Equation Is How DCs Are Calculated:

8

+

Relevant Stat

(A.K.A. Spellcasting Stat Or

Related To Your Path/Ability)

+

Bonuses Given From

Related Object Or Spellcasting Focus

Saving Throws

A Type Of Roll Where You Resist An Effect Brought On By An Outside Source. Examples Include Rolling To Dodge A Fireball Or To Mentally Resist A Psychic Attack.

Saving Throws Aren’t Just Using Your Stats Alone, There Are A Select Few Skill Checks That Are Used For These Resist Type Rolls-

For Strength:

Use Athletics & Blocking

For Dexterity:

Use Acrobatics & Sleight Of Hand

For Constitution:

Use Tolerance & Fortitude

For Mental Stats:

Use Will + one of the mental stats or you can use custom skill checks like spirit or arcana if they use a mental stat.

To Differentiate From Normal Skill Checks, Please Say Something Along The Lines Of “Please Make An Athletics Saving Throw”

Abilities That Trigger Upon Rolling A Skill Check Will Not Apply For These, Technically These Are Saving Throws Using Skill Check Bonuses. This Is Specifically Targeting The Universal Ability “Reliable Talent”

Spellbooks

Many Casters Have Created Various Spells Long Before You. Their Greatest And Lamest Have Been Eternally Preserved In Books Containing Spells. The spellbook must be held in some way in order to use it.

Anyone Can Use A Spellbook, Whether They Have Mana Or Not. There Are Two Ways To Use A Spellbook:

- Mana Route:

You Can Simply Use The Necessary Mana Points or another resource pool For A Spell Written Down In The Book. 1 mana or 1 point from another resource would equal a resource point in a spellbook.

- Sacrificial Route:

You Can Sacrifice Something Or Someone In Order To Cast A Spell. The Following Are Applicable:

- An Objects Of Equal Value

- Parts Of A Creature

- Your Own Body

Your Stats Do Not Affect The Spells In Any Way, If The Book Sets A Fixed Damage Then That Is The Damage It Does.

Guide’s & Extras, There Is A Link To A List Of Spellbooks That Contain Spells From Actual Players Of Previous Free Flowing Campaigns.