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Saturday, November 13, 2010

BFRPG House Rules revised

I've been working on Basic Fantasy stuff again. I really like these rules, and they are inching their way into my favorites spot. These house rules adjust classes a bit, add in some new armor types, add rules for barding (which are referred to but not included in the ruleset), and rules for Two Weapon Fighting.
A pdf is HERE that is better formatted (posting tables here is very hard to format).

BFRPG HOUSE RULES

CLASSES

Clerics
Clerics do NOT Turn Undead.
Divine Protection: Clerics gain a +1 to all saves vs. effects caused by undead (mummy rot, fear, etc). They also can make a saving throw vs. death ray against level drain attacks that normally do not allow saves (with the +1 bonus).

Fighters
Fighter Professions: Fighters choose one profession during character creation and gain the associated ability. They gain an additional profession at level 10.

Archer: The Archer is a skilled bowman, and gains +1 to hit with ranged weapons.
Duelist: Duelists score a critical hit on a natural roll of 20, unless only a 20 will hit their foe. Critical hits automatically do maximum weapon damage.
Hoplite: Hoplites may attack with their shields. If they hit, they do 1d3 damage and their opponent must save vs. paralysis or fall down. Creatures larger than the hoplite automatically pass their saving throw.
Knife Fighter: Knife Fighters cause 1d6 damage with daggers.
Noble: Nobles gain a +1 bonus to henchmen loyalty and may have 1d3 additional followers.
Pugilist: Pugilists cause 1d6 damage with unarmed strikes. They may attack armored enemies with no penalty if they are wearing some type of hand protection.
Scout: Scouts gain a +1 bonus to avoid surprise.
Soldier: Soldiers gain a +2 AC bonus from shields, instead of the normal +1.
Templar: Templars can Heal a number of hit points equal to 2 times their level once per day.
Warrior: Warriors get one attack per level each turn against foes of one hit dice or less.
Weapon Master: Weapon masters may choose one melee weapon to master. They gain a +1 bonus to hit with this weapon type.

Thieves
Use d6 for HD.
Thieves use the alternate thief skill advancement table.
Thieves specialize in knife fighting and cause 1d6 damage with daggers.

Mages
Minor Magic: Magic-Users can cast minor "everyday/non-combat" magic at will. Attempting something abusive fails automatically. Usable once per round if no other action taken. Abusive uses include pickpocket attempts, combat effects, etc.

Some examples:
• Light a candle or pipe with a flame from the finger tip.
• Dust things – at first level a minor magic spell might be needed for each shelf or piece of furniture, while at third level a single spell might dust a room and at sixth level the magic-user's entire three story tower.
• Tie or untie a knot.

Wizard Blast: A Magic-User can shoot a blast of magic energy once per round. They must roll to hit target normally.
Damage: 1d4 Range: short 60, medium 120, long 180.
Wizard Blast is usable once per round if no other action taken and requires pointing at the target. The visible effects can be fire, ice, or whatever the Magic-User desires (this effect does not affect damage, it only adds color to the ability).

NEW ARMOR TYPES
Armor Type                  Cost                  Weight             AC
Quilted Armor              15 gp                      20                13
Bone Armor                  25 gp                      20                14
Studded Leather           40 gp                      20                14
Banded Armor            200 gp                      35                16

BARDING FOR MOUNTS
Barding: Gives an animal a +2 AC bonus.
Horse barding: 100 gp. Weighs 60 lb.
Dog barding: 20 gp. Weighs 5 lb.

ENERGY DRAIN
Lost levels and ability points are regained at a rate of one level per week following the attack.

ABILITY ROLLS
The optional ability rolls rule from page 141 will be in use.

TWO WEAPON FIGHTING
Characters that fight with two weapons roll 2d6 for damage and keep the higher die roll. If the character is using two daggers or other low damage weapons, they roll 2d4 and keep the highest result. Knife fighters and thieves roll 2d6 and keep the highest result while using two daggers. Pugilists also roll 2d6 for damage and keep the higher die roll, while other unarmed combatants are subject to the standard Brawling rules.

3 comments:

Timeshadows said...

I like what I have read so far.

May I ask why the Scout receives such a rarely applicable singular bonus in comparison to all of the others that receive something that is 'always on', so to speak? (Better damage, better AC, etc.)

Perhaps upgrade the Scout's die-type for the attack if they meet the same requirements as Backstabbing, but at a range of 30'?

I'll pore over the rest of this as time permits.

BFRPG is pretty darned nifty a 'version'. :)

Dan said...

I figured the +1 vs surprise is a nice bonus. They are much less likely to be surprised, and therefor less likely to lose their first round action. All the "always on" abilities are also only used in combat, and if the character is surprised, he can't even use those abilities.

Timeshadows said...

Dan,
Thanks for the speedy reply. :)