Some houserule ideas
Posted: Wed Dec 16, 2009 1:56 am
Hello, I'm new to Basic Fantasy. I've spent the past couple months looking at various retro-clones - and considered running Rules Cyclopedia straight - before discovering BF. BF is a promising system... one that I won't need to house rule and white wash as much as other clones, to suits my needs.
I do have a few small house rules that I'll incorporate. Pretty straightforward stuff.
Mainly, I wanted to introduce some additional options for starting characters - specifically for those that roll poorly for starting money. There's also quite a financial gap between Chain Mail and Plate Mail so I wanted to provide a stepping stone for desperate fighters.
I've stolen this from S&W. I'm ditching the +10% XP bonus for Humans. The campaign I'm running is going to be human-centric - non-humans will be rarely encountered and will begin as NPCs. (Once 'first-contact' has been established then I'll allow the option to generate non-humans). WIS and CHA are often considered useless or 'dump-stats' so I wanted to provide a little more value to them.
There are a few other house rules I'm considering that I haven't fleshed out yet. Possibly a trait/'skill system whereas players write down some skills that their character possesses based on their background. No attribute rolls or anything - just implied knowledge. (F'rex: Bob the fighter has been employed as a sailor in the past. It'll be assumed that Bob will have some skill in sailing, rope use, swimming, possibly navigation). In the range of 4-5 of these 'skills'.
I'll likely include Masterwork Weapons in my campaign. I prefer to downplay minor magic items (+1 generic sword), and would rather that well-crafted weapons take that role. 'Real' magical items may be intelligent, be temporary (charges), or have side-effects. I want them to be special and not just stuffed into a Kobold chieftain's bed roll.
Opinions are welcome. Thanks.
I do have a few small house rules that I'll incorporate. Pretty straightforward stuff.
Code: Select all
Additional Armor
Type Cost Weight AC
Padded Armor 5gp 10lbs. 12
Studded Leather 35gp 20lbs. 14
Splint Mail 200gp 45lbs. 16Code: Select all
Experience Bonuses
Wisdom 13+ +5% XP bonus
Charisma 13+ +5% XP bonus
There are a few other house rules I'm considering that I haven't fleshed out yet. Possibly a trait/'skill system whereas players write down some skills that their character possesses based on their background. No attribute rolls or anything - just implied knowledge. (F'rex: Bob the fighter has been employed as a sailor in the past. It'll be assumed that Bob will have some skill in sailing, rope use, swimming, possibly navigation). In the range of 4-5 of these 'skills'.
I'll likely include Masterwork Weapons in my campaign. I prefer to downplay minor magic items (+1 generic sword), and would rather that well-crafted weapons take that role. 'Real' magical items may be intelligent, be temporary (charges), or have side-effects. I want them to be special and not just stuffed into a Kobold chieftain's bed roll.
Opinions are welcome. Thanks.