My Top 10 House Rules For The Basic Fantasy RPG

  Рет қаралды 3,148

ADVENTURES WITH DICE

ADVENTURES WITH DICE

Күн бұрын

Пікірлер: 38
@ChrisGonnerman
@ChrisGonnerman 3 жыл бұрын
Hey Rob, nice video! I started to write comments and realized I had a lot, so I'll be posting a response video soon... dun dun DUN...
@AdventuresWithDice
@AdventuresWithDice 3 жыл бұрын
Sounds great! Can't wait to see it! And thanks!
@ChrisGonnerman
@ChrisGonnerman 3 жыл бұрын
@@AdventuresWithDice Here it is: kzbin.info/www/bejne/pWmqin2QbLuSoNk
@AdventuresWithDice
@AdventuresWithDice 3 жыл бұрын
Here's my response video Chris... kzbin.info/www/bejne/l6bCfn-XnMpghs0
@ChuckBarchuk
@ChuckBarchuk 3 жыл бұрын
1. Completely agree. Individual initiative can slow things down to a crawl. 2. Ties go to heroes. Completely agree 3. PCs moving through friendlies is okay. Sounds good to me. I didn't know they normally couldn't. :) 4. Firing into melee. That's old school. I love it. 5. XP. I have no problem with milestones in general. Even with XP/Gold counting I round things up or down a lot so the numbers are somewhat even. 6. Movement after attack action. I'm cool either way. 7. Save vs. Death option. I use the same rule. Good one. 8. New poison rule. I like it. It's same one I use when I have an Assassin in the group. 9. Cool. 10. NOOOOO!!!!!! :) Good stuff man. In your games how do spell casters get interrupted when initiative ties go to the player? I usually require the spell be announced prior to rolling initiative. Also something else I do is HD determines class damage when using a weapon. One issue with variable damage is players ten to always grab the weapon that does the most damage. I get that but characters tend to end up being very samey. So with HD determining damage characters can use whatever they think is cool from a roleplaying aspect. I also add these modifers: Two-Handed Weapons: Advantage on damage rolls Dual Wielding: Advantage on attack rolls. Backstab: Damage dice is a d8 Single Weapon: Allows off hand to be free to hold something else Shield: +1 AC, can be splintered Anyways it's not for everyone's tastes but it allows martial classes to stand out more in my view compared to semi-martial and non-martial classes. Cheers.
@AdventuresWithDice
@AdventuresWithDice 3 жыл бұрын
I don't really deal with spellcasters getting interrupted to much. They may tie with thw monster but other monsters could still go before them ...if I'm running a mixed group...and I like to do that. And of course if they get dropped they lose all prepared spells as normal.
@sinmaan7568
@sinmaan7568 2 жыл бұрын
I am late to the game but do you have more on how you run the game for your kids...trying to get my teens into the hobby. For initiative, i love the way its done in Fate accelerated (I think, not 100% sure of system). One player starts then he passes initiative to any other character/group in the fight, then that character acts and then passes initiative to another player. So if you have all of your team go first, then it means that NPC will likely finish the round and then start the other one...anyway very cool and startegic. Cheers!
@AdventuresWithDice
@AdventuresWithDice 2 жыл бұрын
What all you you like my thoughts on when it comes to running the game for kids?
@hillgatemarkathan934
@hillgatemarkathan934 2 жыл бұрын
1: On poison we would have failed poison saves, deadly nightshade for example would deal 1d6 constitution loss then 1d6 damage on onset 2d10 rounds per application. This could negate bonus hp well into hp penalties before dealing damage and it could take only two or three hits of deadly nightshade to reduce con or hp to 0(death). Con returned at two points per day.
@Martin_Dimirag
@Martin_Dimirag 3 жыл бұрын
Regarding the Save VS poison, its only one save roll, you fail, you take the damage each round, no save. For 0HP and for poisons I use a different rule: Roll your Hit Die and add con, that is the time you have before you die or the poison kicks in, also saving vs a poison does not negate ts effects but poisoned attacks are less likely to succeed (another house-rule of mine) For movement: I let the attack and move, but being in melee you can't move unless you break it wit a roll, there is no defensive retreat nor attack of opportunity here My clerics can use other weapons, with a penalty, same as any non-fighter, but I gave them a boost when doing nonlethal damage Milestones keep all characters leveled equally, if one can use milestones while keeping the level difference you can use the Class Comparison file on the forum to know what level each class should be at some XP point, so you can level them individually Initiative ties goes by weapon length, then speed (weight)
@JamesTheKoopaTroopa
@JamesTheKoopaTroopa 2 жыл бұрын
Poison got my wizard killed during my first experience with Basic Fantasy and afterwards - I was hooked. Real danger, real consequences. I loved it and didn't mind the death because I was still pretty new but I definitely like the save vs death and save vs poison now that Im the dm.
@AdventuresWithDice
@AdventuresWithDice 2 жыл бұрын
That's funny. I've been playing White Box and my Magic-User got killed Sunday. Giant spider! Lol
@Eron_the_Relentless
@Eron_the_Relentless 3 жыл бұрын
So far, I only have one house rule for Basic Fantasy, and an alternate to sub out if needed: Halflings and Elves can't be Clerics. The reason is these two races have a hindrance that makes the Fighter a completely suboptimal choice to the point nobody will pick it, excepting maybe the Elf in the Fighter/Mage sense to get some extra HP (but even that's a stretch over just playing a Cleric). The fighter has the second worst XP chart and merely a +1 bonus to hit over the Cleric, the cleric has better saves, better xp chart, virtually identical weaponry and armor, same HP if playing a halfling or elf, turn undead, and spells. The list just goes on and on. Alternate solution: Fighters (single or multi) do a crit (max damage) on a 20. They also "auto hit" on a 19 (what other classes get for rolling 20). This gives them something nobody else gets, which lures people of any race over to the class more. It's also not out of bounds super-powered, and reinforces their role in the party.
@crapphone7744
@crapphone7744 2 жыл бұрын
Just a thought, to encourage elves to become fighters, maybe let them use their Dex bonus as well as their strength bonus for attacks, or something like that. Going all lotr, give it to them for longbow or something?
@Joshuazx
@Joshuazx 2 жыл бұрын
House Rule 2. Players go first on an initiative tie w/ NPCs? I would feel like the DM was going easy on me and I would be unhappy about it. House Rule 9. You need an initiative system that's intuitive like going around the table in clockwise order based on which person rolls the highest.
@crapphone7744
@crapphone7744 2 жыл бұрын
I like the death save idea. Imagine waking up to find a bunch of bodies laying around and you're the only survivor. I mean how cinematic would that be?
@Korroth
@Korroth 2 жыл бұрын
Awesome. Thank you.
@paulofrota3958
@paulofrota3958 3 жыл бұрын
Ok, I believe you. But if the RPG police shows up at my doorstep, I'm holding you responsible! Joking aside, great video, thank you for this. I use most of the same rules you do, INCLUDING #10! I know, crazy. But in the setting we are playing, clerics are very similar to warriors like the templars, and the church favors the longsword as a noble weapon. Setting stuff. Also, would you consider putting links to your FB group on the videos?
@AdventuresWithDice
@AdventuresWithDice 3 жыл бұрын
I will try to add the links in.
@AnthonyEmmel
@AnthonyEmmel Жыл бұрын
#6...that's the rule on Hackmaster 4e. However, elves may split move (i.e., partial move, attack, remainder of move). Thars how I run it in most OSR type games as a house rule.
@kyrnsword72
@kyrnsword72 11 ай бұрын
If we still use crits and fumble rolls than those 2 xp crit 3 fumble, plus 1 xp for exploding dice I use for XP gain.
@retrodmray
@retrodmray 3 жыл бұрын
Can't believe I missed this video, Bro! Very cool and thnx for sharing your houserules! Can you attach a link to your reply video back to Chris Gonnerman after his to yours? Can't find that one. 😁👊
@Caulkhead
@Caulkhead 3 жыл бұрын
Rule 10's not so bad, I let the magic-user use a sling in our game.
@Escorpius17
@Escorpius17 2 жыл бұрын
House Rules for my campaign include: -Weapon Damage by Class -You can Move, Attack, Move -Thieves may use Dexterity for missile damage -Anyone can attempt a Thief Ability -Unconscious at 0 Dead at negative 3 -Initiative Roll is for entire session These are but some of my house rules.
@bri.g.5105
@bri.g.5105 Жыл бұрын
Never understood clerics and edge weapons. Knight Templars and other warrior clerics in real world used swords. Bible had angels with flaming swords
@robertlong1733
@robertlong1733 3 жыл бұрын
Great ideas for house rules….I use most of the ones you mentioned. I’m thinking of getting away from spell slots for spell casting…..if the Cleric or Mage has acquired the spell then they have it and can cast it whenever needed. To me having to pray or relearn a spell seems ridiculous and unfair. The fighter doesn’t need to relearn how to swing a sword every time… Spells should get a Difficulty check to see if they work…very easy…to very hard depending on level of the caster / spell/ and situation.
@AdventuresWithDice
@AdventuresWithDice 3 жыл бұрын
I like that idea!
@MrSteveK1138
@MrSteveK1138 3 жыл бұрын
Mind if I try your house rules at my table? Oh and clerics can use edged weapons at mine as well. I'm toying with the idea of rolling to successfully cast spells as a skill check (which I'm house ruling as well).
@AdventuresWithDice
@AdventuresWithDice 3 жыл бұрын
Use whatever you like! We are all here to have fun! Id love to hear about your house rule for spellcasting!
@MrSteveK1138
@MrSteveK1138 3 жыл бұрын
@@AdventuresWithDice First, I do skill checks a little differently with a normal difficulty check at 10, adjusted for difficulty and other circumstances. Now about the spell success checks, the difficulty to cast is at 10 (adjusted for circumstances such as suffering damage that round) plus the spell level. Roll a d20 adding the class attribute modifier (INT for Magic Users and WIS for Cleric). Also I will allow a spell focus (a wand or ring) to double the attribute modifier. Cantrips do not require a check. If the roll is successful, it's cast with a natural 20 adding benefits such as the spell slot is NOT expended. A failed roll doesn't allow the spell to be cast but does not expend the spell slot...unless a natural 1 is rolled. In that case, the spell slot is expended AND a mishap occurs. (Left to DM for severity). It's nothing too new after reading some of the Facebook comments as well as a video by Dungeon Craft about house ruling Magic, but I keep the spell slots as it shows the mental and physical strain of casting magic and asking your deity for a little help.
@hadeseye2297
@hadeseye2297 2 жыл бұрын
Clerics and edged weapons. [ ORDERS - later about it] Well, to be absolutely honest I always saw prohibition for any other weapon than blunts for clerics as utterly stupid. Try using hammers on one's skull. It cracks open, blood and brain with splinters of bone all over the place. It's even more devastating and icky than using piercing or cutting weapon. Use Orders in your campaings. The weapon certain order uses can be based on it's patron - first cleric of the order, aka. its founding father - deity commandment, or anything else you can think of. Playing this way you end up with different Orders, where some use blades, others hammers, nother are trained mostly with spears and so on. Another proof that restricting weapons for clerics is utterly stupid is this exaple. There is a battle and your GM uses rules that allow any wepoan to break. Your beloved cleric breaks his hammer or mace. And then what? He will run away? Use his fists agains fully equipped enemy. Maybe headbutt him to death? Yeah, I see that. He headbutts each single oponnent this way. Till the end. PS. I've started changing rules of AD&D 2nd - I always thought that D&D rules are ludicrous, at least 80% of it and that goes for levels, classes, lack of skills, thief's backstab rule, things that only he can do - to the point I ended up with my own mechanics. Which you can play with one, single die. D20.
@melvinparker7742
@melvinparker7742 2 жыл бұрын
Is there a Discord or Fb page I could get a link too?
@AdventuresWithDice
@AdventuresWithDice 2 жыл бұрын
I can give you the link to the RobsGameGroup FB page. But I've never set up a Discord for it. Facebook... facebook.com/Robsgamegroup-101238348565586/
@melvinparker7742
@melvinparker7742 2 жыл бұрын
@@AdventuresWithDice man that was fast thank you so much I have loved your videos and this system
@AdventuresWithDice
@AdventuresWithDice 2 жыл бұрын
No problem! (I happen to be on YT when you commented. lol) Thanks for watching!
@Korroth
@Korroth 2 жыл бұрын
Oh and my son’s cleric pulled out a crossbow and fired it…
@Joshuazx
@Joshuazx 2 жыл бұрын
Whet's the logic of why attacking ends your turn?
@hadeseye2297
@hadeseye2297 2 жыл бұрын
10 skeletons + 5 zombies. My players would know exactly what to do. Run as fast as they can. There is no freking way a single man can repel few opponents. Start using something like this. For each additional enemy starting with second add +3 to hit bonus to all enemies rolls. Game will become more realistic in no time. Tie means tie. No benefits. You are Zeus type of GM, who likes to protect PCs. Plus PCs are not heroes. They are mere mortals. ;) They should feel the perils of swashbuckler's life. Poison is poison. It all depends on poison and.. Character's Constitution. In my own game there are no saves, just modifiers assigned to types of poisons, which you apply to Con. Lower that Con - mod = read poison description. That's how poisons should be handled.
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