Fire Emblem Tabletop RPG/Rules

These are the core rules. These will receive more information and structure as time passes. Some rules may involve more complicated math than normal, and thus a calculator is recommended for expedient calculations to complicated problems.

Most rolls are handled with d100 (aka d%) rolls, which involves either a 100-sided die or 2d10 with one d10 being the 10s place and one being the 1s place.

Additional Rules

 * Character Advancement
 * Character Creation
 * Status Effects
 * Terrain

Ability Scores
All characters have the following ability scores which increase with levels based on your Growth Rates.


 * Hit Points (HP): How much damage you can take before you die.
 * Strength (STR): Increases physical damage.
 * Magic (MAG): Increases magical damage.
 * Skill (SKL): Increases to-hit and critical hit chance.
 * Speed (SPD): Increases Avoid and allows double attacks.
 * Defense (DEF): Reduces oncoming physical damage.
 * Resistance (RES): Reduces oncoming magical damage.
 * Luck (LUK): Adds to various rolls and for certain skill activations.
 * Charm (CHA): Affects the performance of attached battalions.
 * Build (BLD): Affects weapon weight effects and rescues.

Growth Rates
Each attribute receives a Growth Rate which determines how often this attribute increases. Growth Rates are % rolls which must be made upon leveling up for each attribute. Growth Rates are determined by your class (and sometimes modified by other effects).

If you roll your Growth Rates you can reroll up to 3 times at maximum - this can be used to reroll the same roll result or can be used to reroll different results instead.

Weapon Ranks
Weapon ranks determine what grade of weapons you're able to utilize. At character creation you start with an E Rank in each weapon group you're proficient in.

You must score hits with a weapon you're proficient with in order to increase your weapon's rank, granting you Weapon EXP.

Characters have a maximum Weapon Rank of A as a Standard Class, characters have a maximum Weapon Rank of S as an Advanced Class, and finally characters have a maximum Weapon Rank of SS as a Master Class.

Characters may only have one weapon at S Rank as an Advanced Class, and as a Master Class the character can only have one SS Rank (however they're capable of having multiple S Rank weapons now).

Hit Rate
In order to successfully hit an opponent on an attack roll, a d100 roll must be made in order to meet or score under their Hit Rate. For example, for a Hit Rate of 78% someone would want to roll 78 or lower.

Natural 1 is an automatic hit. Natural 100 is an automatic miss (unless the character has a 100% Hit Rate or higher).

If a character’s Speed is 5 higher than the opponent they’re attacking, they can make two attacks against the opponent on their turn.

Hit Rate: Weapon's Hit Rate + Skill + (Luck / 4) - enemies' Avoid

Avoid
When being attacked, defenders will move in order to get out of the way. This is a character's Avoid which is subtracted from the attacker's Hit Rate.

Characters who are attacked can follow-up with a counter attack. A follow-up attack must be made with a held weapon, and cannot be made against opponents outside of the weapon’s range.

Avoid: Speed + (Luck / 4)

Damage
Physical: Weapon Dice + attribute bonus

Magical: Weapon Dice + attribute bonus

Critical Hits
Weapons critically hitting means they deal x3 damage to an opponent. In order to critically hit, a person must first successfully roll to hit and then roll an additional die for critical hit chance (if their chance is above 0).

Critical Rate: (Skill / 2) + Weapon's Critical Modifier

Initiative
Player Characters choose their spots in the initiative round before combat starts, discussing among themselves what would tactically be most beneficial. Alternatively characters can alternatively use Speed as their Initiative.

Enemies and NPCs collectively go on their own turns. “Enemy Phase” takes place after all Player Characters have acted, and “NPC Phase” takes place after all Enemies have acted. After which, the initiative cycles back to the Player Phase.

In the initiative round, players can hold their turn in order to act later in the initiative round if they so choose, but their turn cannot leave the “Player Phase” and go between the Enemy Phase and NPC Phase.

Similar to holding a turn, characters can also hold an action. This allows them to make a statement (example: If an enemy comes in range, I shoot them with my bow) and if that condition is met, the action is triggered. They must be able to spend the action to make the attack however.

Combat
Characters have three actions on their turn; a Major Action, a Movement Action, and a Free Action.


 * Major Actions encompass attacking, using an item, interacting with scenery, and sometimes activating skills.
 * Movement Actions encompass movement.
 * Free Actions encompass activating some skills and equipping weapons.

Combat Flow
If a character attacks an opponent the following is the flow of combat;


 * Initiator's Attack
 * Defender's Attack (if able)
 * Initiator's Second Attack (if Speed 5+ over Defender's)
 * Defender's Second Attack (if Speed 5+ over Initiator's)

Retaliatory Attacks
When attacked a character can make a retaliatory attack against the initiator if they are within the range to be able to do so.

Double Attacks
Characters can double attack if their  Speed  is 5 or more above the opponent's own Speed. A follow-up attack is made after the Defender makes a retaliatory attack (if they're capable).

Movement
Characters are incapable of moving diagonally and must specify which spaces are being moved through if they move diagonally, and attacking diagonals counts as attacking at range. Each square is roughly 5 feet.

Rescue
Characters are capable of rescuing another unit, merging their squares with the rescuee being unable to move. In order to rescue another unit, you must have an Aid score higher than the target's Build attribute.