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Showing posts with label Basic Fantasy. Show all posts
Showing posts with label Basic Fantasy. Show all posts

Tuesday, February 13, 2018

Combat maneuvers for Basic fantasy

I'm working on some optional combat maneuvers for Basic fantasy. Instead of making making generic ones I feel it would be more fun to make them more class specific. I reference stepping up or down damage dice. The step scale is d2,d4,d6,d8,d10,d12.

Cleric Maneuvers.
Inspiring strike: after rolling a successful attack a cleric can rebuke his target, stepping down his own damage die to give all other party members a +1 to hit until the start of his next turn.

Smite: after making a successful attack clerics can sacrifice a casting of a spell to step up the his damage die a number of steps equal to the level of the spell sacrificed to a maximum of d12. If the step would take the step above d12 then roll 2d12 and keep the higher of the two.

Fighter Maneuvers.
Defensive stance: a fighter can choose to step down his damage die on an attack to gain a +1 AC for himself and one ally standing very close by until the start of his next turn.

Unbalancing strike: fighters can down step his own damage die to give a +2 attack to the next attack against the same target.

magic-user Maneuvers:
Ward of protection: magic users can place a ward to protect on himself and all allies within close range. All effected allies get +2 to all saving throws against spells until the start of his next turn.

Counter spell: magic users can sacrifice a casting of a spell and save the magical energy to counter a spell. When a spell is cast against an ally/allies within close range the magic user can expend the energy allowing all effected allies of the spell to use his own spell save modified by the level of the spell saved and his own intelligence.

Thief Maneuvers:
Trickery: a Thief can down step his own damage die in an attack to step up the next attack die by an ally to attack the same target.

Vital Strike: when making a sneak attack the thief can forgo his +4 attack bonus to instead step up his damage die 1 step.

Tuesday, January 30, 2018

Unusual rolling and combat options.

We are all familiar with standard ways we chuck dice. Players rolling their initiative, attacks, damage, saves, and skill rolls. GM do the same for monsters and NPCs.

Some GM's tell players the target number for attacks and how many hit points monsters have, many don't. But the players usually always know their characters own health and bonuses.

I've seen a few discussions lately advocating hidden hit points, descriptive combat, and alternative initiative systems. I thought it might be fun to go over a few of these ideas, and see how I would, or have used these options in a games using the Basic fantasy system.

Clockwise D10, initiative.
This is one I use, especially for larger groups. Rather than each player rolling a d20 once for the entire combat and acting in order of high roll to lowest roll, a d10 is rolled by every player, adding their Dex bonus at the beginning of every round. But rather than acting in descending order, only the highest roll is important. The highest roll acts first, then play moves clockwise around the party. One major advantage is it's fast, another is that players act in a different order every round not having to wait for everyone to take a turn before getting to take their own turn again.

by action, Initiative.
This option can be used with the standard d20 roll or the D10 clockwise option above. Players announce their action before rolling, then roll initiative with modifiers based on their action they chose.
+3 ranged attack or spell without moving.
+2 melee attack without moving.
+0 melee, ranged, or spell and moving.

GM rolls all the dice, rolling technique.
I've only seen this option used, GMs use a control sheet with every players AC, hit points, and vital information. Players roll no dice, instead the GM rolls all the dice for the players. Players describe their actions and the GM describes the effects of dice rolls as story elements. Generally with this option players still track their own hit points, but numbers only follow after a narrative description. I feel like this option could be fun with the right group, but I know most players enjoy rolling dice.

Hidden hit points, rolling technique.
This option can be used with standard rolling style, or optional add on to GM rolls all the dice. The big difference here is players don't track their hit points, instead the GM tracks damage no matter who rolls the damage. The focus is entirely on narrative, all the players have to judge their mortality is the description the GM gives.

Players roll all the dice, rolling technique.
This option take more time in prep, but makes things easier for the GM during play. The GM can focus on narrative and storytelling. For this option players no longer have an armor class, instead they have a defense roll. Defense roll is figured by taking AC from armor -10, plus Dex modifier. AC 15 with a Dex mod of +1 becomes a Defense roll of +6. Monsters get an Attack stat, 11+ their normal attack bonuses. To defend against an attack a characters Defense roll is made against a creatures Attack stat. Monsters can either do average damage, or roll a list of damage rolls and use in order as needed. Which should be noted ahead of time.

For saving throws I often make 3-4 rolls ahead of time and write them in my notes next to a monsters stats, then later in game I use them in order. For a mob of goblins or other groups I might roll up 4-6 and if I need more I just start back at the time and run through them again. Monster initiative can be rolled as a pre set number based on 10 plus their normal bonuses.

Saturday, January 27, 2018

Basic Fantasy RPG Review

Basic fantasy is a 164page old school style RPG written by Chris Gonnerman.
The page layouts and black and white art is reminiscent of old school role-playing games. With four races Dwarf, Elf, Halfling, and Humans. Classes include Cleric, Fighter, Magic-user, and Thief.

I've seen time and time again fans of the game try to compare it to a particular version of older editions of D&D. Since I didn't play those older editions I really can't attest to how close it is, but I have played enough retro clones and OSR games to get a sence of its old school vibe.

Basic fantasy is an OGL based game using the same core (although very scaled back) system as the 3rd edition of dungeons and dragons. Basic fantasy uses the core six ability scores, scaling combat bonuses, and abilities like it's roots. While keeping a simple feel and style that very much exemplifies older editions of the game.

This to me is the best of both worlds. Basic fantasy is simple and elegant while taking advantage of modern innovation and design like ascending armor class. I always give the example of a classic car. The classic styling and sleek lines, but under the hood is a modern motor, powerful while being fuel efficient.

Beyond being old school and mechanically elegant it's also a simple framework for hacking. With all the material out for OSR games and 3.x D&D it's easy to find resources for building the game you want to play. Build your game from the ground up.

While it's easy to use or convert other material to Basic fantasy, there is also a lot of material made for it, available for free on it's website at Basicfantasy.org.

One of the most amazing things about Basic fantasy is that it is a complete game. While there is a lot of resources (I'll cover that later) all you really need is the core rules to run it. To give you an idea how complete it is I'll give a quick page breakdown.

Quick page breakdown:
1-2 is introduction.
3-14 is character creation and gear.
15-35 is spells.
36-42 is rules for adventuring.
43-53 is rules for running encounters.
54-128 is monsters (2-4 per page)
129-143 is treasure and magical items.
144-163 Guide to game mastering.
164 is a very well done Index.

Another amazing thing about Basic fantasy, it's free on Basicfantasy.org
As a PDF. Print copies can also be purchased on Amazon in paperback for $5 as of this review, as well as a field guide full of monsters and adventure most under $4 as of the posting of this review. Hard bound versions of the core book can be purchased on Lulu.com.

The fact that I spent $25ish dollars and got the core books and a stack of supplements is pretty amazing value. Not even taking into account all the material available for free.

My own house rules and custom material can be found here.
And my Basic fantasy repository is here.

Monday, April 4, 2016

Battle mages gauntlet. (Basic fantasy)

These gauntlets are always made from fine materials and elegantly designed. No two will ever look the same.

During the second age the magi of the east made war against each other. Each great house raised armies and pushed their boarders in all direction.

The gauntlet stores 5 spells. 4 of those spells are magic missile. The fifth is shield spell. All cast as level 1.

Once all the spells are exhausted for the day the gauntlet is inert. All spells are regained at midnight ready to be cast again the next day.

Monday, March 28, 2016

Royal guards of the Fae nobility (Basic Fantasy)


Those who sacrifice themselves for their kin. Those who protect the true bloods. Ageless and faceless they stand. Trading self for service. without will of self, without question, and without fear. 

AC: 17
HD: 6
# of Att 2
Damage: 1D8+2/1D8+2
Move:30'
# appearing: D4+1 patrol/guards, 2D6+2 Royal ecort.
Save: as 10th level Cleric
Morale:12
Treasure: None
XP: 600

Infused with Wylder magic the stalwart and stoic guardians are the guardians of the Royal bloodlines.
Some say its a mark of honor to be accepted as a guardian. Other wispier that the honorably fallen fill the ranks of the guardians. Only the Oath keepers know who they really are. All know they are a force of nature in battle.

Limited progression, Epic 6 for Basic Fantasy

I've voiced my love for limited level progression a few times in this blog. Often revolving around Epic 6. If you don't know what it is check it out. Epic 6

I love the epic feel of these campaigns. To me a limited range of levels keeps the game grounded, no power or epic levels where players become superheroes in fantasy. Limiting hit die and attack bonus means there the game stays closer to most fantasy fiction.

Without the hundred or so hit points the players are never able to just waltz in and slay a dragon. Dragons and other high HD creatures will always be Epic and scary.

Limited level games make the need and necessity of epic weapons and armor quest worthy. Want to take out a dragon? Sounds like a quest for Dragon bane swords and resistant armor is in order. Rings of power and sound tactics. Anything less is suicide.

My house rules for starting hit points to be equal to constition score plus level grew out of my epic 6 games. (often with a small bonus for fighters and clerics. Or racial bonuses)

Weapon specialization (Basic fantasy)

Trying my hand at an alternate take on weapon specialization for fighters for my Lost realms campaign. 

Fighters at level one can pick a specific weapon to become experienced in. Being experienced in a weapon gives the fighter a +1 to hit. and all rolls of a natural 20 does maximum damage. 

At level 4 a fighter can choose a new weapon to be experienced in, or choose to become specialized in a weapon previously experienced in.  Being specialized in a weapon gives the fighter a +1 to hit and damage, and maximum damage on a natural 19-20.

At level 7 a fighter can choose a new weapon to be experienced in, or choose to become specialized in a weapon previously experienced in.

At level 10 a fighter can choose a new weapon to be experienced in, or choose to become specialized in a weapon previously experienced in. a fighter can also choose to master a weapon previously Specialized in. Having mastery of a weapon means the fighter rolls two dice when rolling to hit and keeps the best of the two rolls and does maximum damage on a natural roll of 19-20.


Experienced: +1 hit, Max dmg of 20
Specialized: +1 hit and dmg, Max dmg on 19-20
Mastery: Best of two rolls to hit, Max dmg on 19-20.

Tattoo Magic (Basic fantasy)

Tattoo magic is expensive and rare. Even in the southlands where it's more prevalent, finding a skilled Tattooist is no simple task.

Having a magic tattoo inscribed into your flesh cost 200g times the level of the spell. the tattoo takes one half hour per level to inscribe, and can't be used until it is healed for at least 2 days. No one can have a magical tattoo higher level than their own level. Inscribed can only have a number of tattoos equal to their own level -1.Magical tattoos act differently on magic users and non-magic users.

Magic users use of magic tattoos is easy. A magic user can burn any prepared spell of the spell inscribed level or higher to cast the inscribed spell.

All other classes have to rely on the magic stored in the tattoo. Once the spell is cast the tattoo is inert until the next day.

All magical tattoos can be powered by the inscribed persons life force. Any time a magical tattoo is cast the inscribed person can give up hit points equal to the spells level to cast it.

Monday, October 19, 2015

Faceless Ones (Basic fantasy)

Faceless Ones


AC: 12
HD: 1
# of Att 2
Damage: claw/claw d6/d6
Move:20' walk / 40'leap 
# appearing: 
Save: as 5th level Cleric
Morale:12
Treasure: None
XP: 25 each
Faceless ones are summoned by dark sorcerers as minions. Even those that summon them do not know from what foul realm they call home. The spell to summon them is a two part spell. The first is to summon, the second is to control and bind. Once summoned and bound the faceless ones will follow the command of the one who bound them. Faceless ones can track any target by smell. They tend to walk with a very slow and shambling gate. Once they have sight of their prey or target they sprint and leap in close to attack.

GM: This is not intended to be a spell for the players to learn and use. It's dark magics used by only those with villainous intentions.


If you do intend to allow players this spell I would recommend it as a scroll or consumable use spell.


Summoning Faceless ones:
The spell to summon is a quick one. A summoning circle is made and the incantation is spoken. At this time the number of faceless ones is chosen. T


caster must immediately give their own blood and life force to control the faceless ones. Their blood is dripped on the summoning circle. The caster gives one hit point per faceless one chooses to control. Only then can the 15min incantation to control be said. If for any reason the caster is interrupted the Faceless ones break free and will attack anyone in sight including the summoner.




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