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23:30, 19th April 2024 (GMT+0)

Additional Rules.

Posted by Game MasterFor group 0
Game Master
GM, 5 posts
Mon 12 Dec 2022
at 15:36
  • msg #1

Additional Rules

Aside from the ones detailed in the Character Creation, there are several additional rules (mostly optional ones from the core book):
-Ability Rolls are used.

-Initiative is only rolled at the beginning of a battle and remains the same until it ends.

-Player characters gain experience points for treasure (1GP = 1XP). For that, they need to return to a safe place (in this case, the keep). Experience points are distributed evenly among the player characters (with Humans, Half-Elves, Half-Ogres and Half-Orcs getting a bonus), independent of how the loot gets split up.

-Player characters fall unconscious when their HP drop to 0 and lose 1 HP every round. They can be stabilized or healed to prevent further HP loss, but die when their HP drop to -10.
-Player characters don't die instantly when they get poisoned. Instead they must make a Toughness saving throw or suffer 1d6 damage per round for 6 rounds.

-Magic-Users can prepare spells from memory without a spellbook, but must make an intelligence roll with the spell level as modifier. "Read Magic" is an exception and can always be prepared from memory.
-Magic-Users (and their subclasses) get a free spell when leveling up. That spell must be of a spell level that they can cast at their new level.

-Clerics may use any kind of melee weapon, but can only use weapons that don't do more than 1d8 damage (magical enhancements notwithstanding). Slings are still the only missile weapons they can use.
-Thieves can only use weapons that don't do more than 1d8 damage (magical enhancements notwithstanding).
-Characters using weapons they're not proficient in get a -5 attack penalty.
-Characters can use any armor, but when they wear armor they're not proficient in (any armor for Magic-Users, heavy armor for Bards, metal armor for Druids, anything better than leather armor for Thieves), they get a -3 attack penalty.
-Armor restricts Magic-Users, Dwarves and Halflings as per "Weapons and Armor Restrictions" in the core rules and Thieves as per "Effects of Armor" in the Thieves Options Supplement.
-Using shields as a magic-user or thief gives no AC bonus at all.
-Druids can't use their powers and spells when wearing metal armor or using metal shields.
-Clerics don't lose their powers when using a "prohibited" weapon.
-When wearing heavy armor, Bards aren't able to play their songs properly and they don't have any effect.

-The "Effects of Armor" rule from "Thief Options" is in effect: Thieves, Rangers and Bards can use any kind of armor, but it negatively impacts their thief abilities (while wearing no armor can give a bonus).
-Thieves still aren't proficient in shields, trying to use one gives a penalty for thief skills, but no AC bonus.

-Lastly, "Slot Demotion" from "Magic-Users Options" is used as well. Both Clerics and Magic-Users (and their subclasses) can prepare spells in a slot of a higher level than the spell itself is in.
This message was last edited by the GM at 22:41, Wed 04 Jan 2023.
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