Turn Time

Fyxt RPG Turn Time Game Time uses Skill ChecksTurn Time is Skill Time

In the Fyxt Role Play Game System Turn Time is used when Skill Checks are being made and countered. This doesn’t mean that role playing a character is ignored, it is just a bit more structured then Battle Time. This is not combat, but instead non-combat encounters where the success or failure of the PC or the party must be resolved through using Skills and opposing die rolls.

Turn Time is an important transition time between Real Time role playing and story development and Battle Time fighting enemies. Turn Time is very important as it manages the transition between the two. Often it may even determine if you will be moving into one game time mode or the other.

Game Master Job in Turn Time

The Game Master’s job during Turn Time is to first determine when Turn Time should be used. This is easily done because Turn Time should be used whenever the players need to take turns acting using their Skill to accomplish a goal. Then the Game Master establishes an order depending on the actions taken or Reaction rolls. Once that is done the Game Master then moves the game through Turn time by calling out each person in turn from highest Reaction to lowest.

Sometimes a Game Master will not even have non player characters to control during Turn Time. When this is the case the Game Master’s job will be to set the difficulty of the challenges the party faces.

Setting the Difficulty

Use the Skill Check page to set specific Skill difficulties. Or use the below table to set general Skill difficulties. The formula used is Level + Character Tier + Challenge.

  • Easy | Minor Challenge | 5
  • Medium | Major Challenge | 15
  • Hard | Superior Challenge | 25

Example: Medium Turn Time Challenge number for a Level 9 Character is 9 + 3 + 15 = 27.

Skill Difficulty Chart

Level Minor (10) Major (15) Superior (20)
1 7 17 27
2 8 18 28
3 9 19 29
4 10 20 30
5 12 22 32
6 13 23 33
7 14 24 34
8 15 25 35
9 17 27 37
10 18 28 38
11 19 29 39
12 20 30 40
13 22 32 42
14 23 33 43
15 24 34 44
16 25 35 45
17 27 37 47
18 28 38 48
19 29 39 49
20 30 40 50

Examples of Encounters in Turn Time: If the Game Master is running non player characters then they will also need to be controlled. They may have opposing rolls that need to be made. Such is the case if a party is trying to sneak away through the woods. The group will need to make Subterfuge checks. The lowest roll will be the Perception difficulty for an enemy to see their tracks. However, if the party is trying to do something more static like climb a cliff then the Game Master just sets difficulties for the party to make.

  • A heated negotiation with the king.
  • Haggling with the black market agent for information.
  • Slicing a network before security detects you.
  • Climbing the side of a cliff.
  • Everyday tavern contests such as darts, arm wrestling, and dice.
  • Running through the streets trying to evade officers in a corrupt city.
  • Trying to out maneuver pirates that are following you.

The Rules of Turn Time

Turn Time is a bit more structured than Real Time. This is to keep order and fairness in the Fyxt game. This way each player and the Game Master will get equal opportunities to take actions.

In Turn Time Reactions will be established. Reaction is generally based off the character who acts first, not a die roll. So if one player starts the conversation, they are also first in the Reaction order. Should two players want to go at the same time have them roll Reaction checks against each other. The player with the higher roll will go first. If players are not set on an order then the Game Master can call for a Reaction roll from everyone and then place them in order from highest to lowest.

Turn Time can have the time scale of Real Time or that of Battle Time and anywhere in between. It’s impossible to say for sure as your Game Master will determine the pace when the game enters Turn Time.

If the player group is in negotiations with a non-player character then game time might move as fast as the actual time that passes. If the players are evading pirates that following them many hours might pass. If the players are making checks to climb a cliff then only a minute or two may pass.

Only non-damaging Powers can be used during Turn Time without changing to Battle Time. Powers that only modify skills, help, or heal allies can be used and still remain in Turn Time. The Game Master should allow players to use Powers that lower opponents Skills. But there is a chance that the action will provoke the opponents to attack. Any use of a Power does that does Damage instantly changes the game mode to Battle Time.

Player Character’s Turn

In every turn during Turn Time, each player character and non-player character will be able to have the following actions on their turn; take an Action, Assist Another, Move, and Speak. What a player character can do in Turn Time is restricted. Events happen quickly but everyone wants to get their turn in, so it is important to keep strict order in Fyxt Turn Time to keep the game flowing.


Each player will be able to make a Skill Check and Move on their turn. In some cases a player may be able to use a Power. *Powers that include movement count as an Action and not a Move.

Assist Another

Each player will also be able to Assist Another one during the Turn Time round. This can be used to help with a skill or add to a talking point that may aid the cause.

  • Speak up to 50 words.
  • Make an Assist Skill Check. If the player character assisting in the Skill Check rolls the difficulty of the Skill Check or higher they will grant the player character making the Skill Check a bonus equal to the assisting characters Character Tier.


A character is able to move their Speed once during Turn Time. The Game Master may allow further movement depending on the situation. It may even be permissible to move freely during Turn Time. It all depends on the specifics of the Situation.

All movement within Turn Time is considered travel. It may be moving from one side of the store to the other or it may be that you travel for a whole day during one turn in Turn Time. It will all depend on the situation and what you are doing during Turn Time. The Game Master should dictate the scale of the encounter when it begins.


A player character has the chance to talk during their turn though it is somewhat limited. This should be limited to around 200 words or two minutes of talking time.

Use a Skill

The player can have their character make a Skill Check. If the character has any Powers that enhance Skills then they can use those at the same time to modify their roll. Once used, it is expended until the game moves to Real Time Game Mode.

Don’t Forget the Role Play

Even though Turn Time is designed to let characters take turns using Skills to overcome challenges that doesn’t mean that role playing a character should be forgotten or ignored. In fact role play during Turn Time can really help your party make decisions, know what each other is thinking, and make a huge difference in the outcome of Turn Time. Players should remember to remain in character and act, speak, and otherwise be their characters while they are taking actions and using their Skills. This will only enhance and strengthen your Fyxt RPG group.

Success in Turn Time

Success in Turn Time can mean a great many things but the Game Master should reward the group if they succeed on the majority of their rolls. The easiest way to keep track of this is just by using tally marks for when successful Skill Checks are made.

Success should mean and result in the player group getting what they were after. Whether the party was negotiating a trade deal or trying to outrun their enemies, the outcome should end up in the player characters favor.

If they are extremely successful the Game Master is highly encouraged to give the party greater rewards. This can range from an extra 10% on a price negotiation or a bonus +Character Tier bonus to Defenses their next encounter.

Defeat in Turn Time

Defeat in Turn Time can mean a great many things but the Game Master should punish the group if they fail on the majority of their rolls. The easiest way to keep track of this is just by using tally marks for when a player fails a Skill Checks.

Defeat should mean and result in the player group not getting what they were after. Whether the party was negotiating a trade deal or trying to outrun their enemies, the outcome should not favor the player characters.

Defeat does not, and often will not mean, a total failure in succeeding. Perhaps they get the trade deal, but at a worse value. Maybe they do outrun their enemies, but will duffer a –Character Tier to their Defenses next encounter because of the failure.

There can be a very wide variety of Turn Time encounter types so it is up to the Game Master to judge what would be most fair considering the character’s performance.

That is an overview of what Turn Time is and how it should be played through. For a step by step example read the summary of Fyxt game play.

Turn Time can be forgotten about and it can be easy to get in the habit of jumping from Real Time to Battle Time. However, Fyxt games that end up doing this frequently are missing out on a fun opportunity to explore both players and characters ability to handle a wide variety of situations. A good Game Master will try to get at least one Turn Time event into every Fyxt RPG game.