(Under Construction)
Modes of Play. Play covers the three types of play modes during the game: Downtime, Exploration, and Encounter. Each is distinguished through the various lengths of time involved, from the second by second, to days or weeks at a time. These modes help to pace games to match with the action happening. Strict adherence to the different modes and switching between them is not necessary and is often not tracked during the game.
Common Rules. This chapter goes over common rules from senses involving the spectrum from seen and heard to invisible, the closely related dying rules, resting rules, and healing rules, and conditions that apply to creatures or objects. While far from comprehensive on the rules system for playing with the Forge System, this chapter frequently used rules during game play.
Bonuses, DCs, and Defenses. This chapter looks are the various alterations to otherwise static values on the character sheet as well as defines terminology related to rolls and defenses, beyond Armor Class and Attacks. This includes the distinction between the different types of bonuses: Advantage, Assist, Deflection, Disadvantage, Dodge, Insight, Item, and Morale bonuses, an explanation of Flat DCs and Criticals, the impact of Immunities, Resistances, and Weaknesses, and what is Flanking.
Extra Basics. This chapter is a collection of the rules that help to clarify. It includes a discussion on alignment, visuals for attacks with areas, suggested languages, and an explanation of creature sizes and reach. This also includes the link to the diseases page.