Re: Basic Fantasy RPG Core Rules 3rd Edition
Posted: Thu Feb 07, 2013 3:23 pm
An armor nerd... you shouldn't have admitted that. Now everyone will be asking YOUR advice.

So you position brigandine between chain mail and plate mail, which would be more accurately called "plate-and-mail" if we really cared about history. How does it compare for weight and cumbersomeness with the other two metal armors, in your opinion?
Understand that we must simplify these things for game purposes. Smoot has suggested changing the armor class system to one where bonuses are applied to a base of 11, rather than assigning a number to each armor type. I specifically do not want to do this. As a supplementary rule, I'd be fine with it, but I want to keep the core simple.
In fact, IMO, that's where we stay. Not that I won't keep it in mind, but for the moment, I'd like to table the discussion of adding armor types to the Core Rules. Also, I'd like to steer clear of the whip for the moment; as soon as we have a whip, someone will want rules for tripping or restraining someone with one, and there goes my plan to limit expansion of the rule set.
...
Crap, might as well just say it.
There will be an "Expanded Edition" of the Core Rules. Just not this year. I'm not even going to detail my plans for it, so don't ask. It will add races, classes, weapons, armor, spells, at least some of the combat, thief, and magic-user options, and maybe one or two other things. Without explaining any further, the "coverage target" for the Expanded Edition will be different.
Adding armor types to the BFRPG Core Rules would change the coverage target. I'm not going to do that. I'm not even sure about adding flails and morningstars... since both involve bloodletting, do I have to explain that clerics can't use them?
...
Many people write game rules as a sort of architectural activity. Add a cupola here, or an extra entrance there, or another bedroom, or a deck, or whatever... more stuff is good, right?
Writing the BFRPG rules, the thing that brought us all together here, was an act of sculpture. I can easily see the expansive, quirky castle of 1E, and the works of more modern design that are the later editions... but I started with a block of material and cut things away from it until I arrived at the indivisible core of the experience I remembered and wanted to preserve.
This is why I have repeatedly refused to add things to the Core Rules, and why it took me from August of 2008 until now to decide it's a good idea to expand it a little bit.
The Expanded Edition will have a little more elbow room, but in the end, it too will be a sculpture, with "cool" things that aren't really part of the experience cut away. It will be a game where Basic characters can walk in, jot down a few notes, and be ready for action... it will even be possible to have both rulebooks at the same table and make at least some use of the Basic book.
...
So. I'll entertain whatever suggestions you all want to make, but I wanted you all to see and understand the principles I'm trying to hold on to here. I hope this helps.
So you position brigandine between chain mail and plate mail, which would be more accurately called "plate-and-mail" if we really cared about history. How does it compare for weight and cumbersomeness with the other two metal armors, in your opinion?
Understand that we must simplify these things for game purposes. Smoot has suggested changing the armor class system to one where bonuses are applied to a base of 11, rather than assigning a number to each armor type. I specifically do not want to do this. As a supplementary rule, I'd be fine with it, but I want to keep the core simple.
In fact, IMO, that's where we stay. Not that I won't keep it in mind, but for the moment, I'd like to table the discussion of adding armor types to the Core Rules. Also, I'd like to steer clear of the whip for the moment; as soon as we have a whip, someone will want rules for tripping or restraining someone with one, and there goes my plan to limit expansion of the rule set.
...
Crap, might as well just say it.
There will be an "Expanded Edition" of the Core Rules. Just not this year. I'm not even going to detail my plans for it, so don't ask. It will add races, classes, weapons, armor, spells, at least some of the combat, thief, and magic-user options, and maybe one or two other things. Without explaining any further, the "coverage target" for the Expanded Edition will be different.
Adding armor types to the BFRPG Core Rules would change the coverage target. I'm not going to do that. I'm not even sure about adding flails and morningstars... since both involve bloodletting, do I have to explain that clerics can't use them?
...
Many people write game rules as a sort of architectural activity. Add a cupola here, or an extra entrance there, or another bedroom, or a deck, or whatever... more stuff is good, right?
Writing the BFRPG rules, the thing that brought us all together here, was an act of sculpture. I can easily see the expansive, quirky castle of 1E, and the works of more modern design that are the later editions... but I started with a block of material and cut things away from it until I arrived at the indivisible core of the experience I remembered and wanted to preserve.
This is why I have repeatedly refused to add things to the Core Rules, and why it took me from August of 2008 until now to decide it's a good idea to expand it a little bit.
The Expanded Edition will have a little more elbow room, but in the end, it too will be a sculpture, with "cool" things that aren't really part of the experience cut away. It will be a game where Basic characters can walk in, jot down a few notes, and be ready for action... it will even be possible to have both rulebooks at the same table and make at least some use of the Basic book.
...
So. I'll entertain whatever suggestions you all want to make, but I wanted you all to see and understand the principles I'm trying to hold on to here. I hope this helps.