fighters d10

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LordHawk
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fighters d10

Post by LordHawk »

I been reading a lot about Basic Fantasy, one thing that I find strange is the use of d8 for fighters hit points, how many of you believe that Fighters should have d10, clerics d8, theives d6 ?
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Hywaywolf
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Re: fighters d10

Post by Hywaywolf »

I would suspect that given that most people are here because this system answers their particular likes for a system that they aren't opposed to those numbers. With that said, another benefit of this system is that it doesn't require the users to play it as is. There probably is a user created supplemental ruleset on the showcase or in the workshop that gives higher hit points per class for people that prefer it that way. And if there isn't, there is nothing stopping anyone from creating their own.
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SmootRK
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Re: fighters d10

Post by SmootRK »

I utilize these 1e hit die types in my games. I like the more refined differentiation especially because I utilize further rules to modify hit die. For instance, small/lithe races (where BFRPG simply limits to d6) instead use a mechanic that they utilize one die type smaller so that their small nature affects all classes in equitable way (whether fighter, cleric, thief, mu). Contrasting, large/powerful race (ie like Half-Ogre) utilize one die type larger to reflect their greater stature/endurance/toughness.

In similar fashion, some of my alternative classes utilize similar thinking. For instance, my Priest class (cloistered cleric) utilizes smaller HD d6 (but gets more spells), or my Thug class (tough thief) gets to use a d8.

And, nothing has broke in play with this. Though I do tend to skew monster hitpoints on occasion to account for the slightly tougher fighters that might front-line combats against them.
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LordHawk
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Re: fighters d10

Post by LordHawk »

I was also thinking of utilizing a AD&D 1e style attacks per round rule
1/1
3/2
2/1 - 5/2 with specialization
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Dimirag
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Re: fighters d10

Post by Dimirag »

Depending on your "game background" the hit dice arrangement could seem weird: Here are some example of different takes:

Game: Fighter/Cleric/Thief/Magic User
Old D&D: d8/d6/d4/d4
Advance: d10/d8/d6/d4
Pathfinder: d10/d8/d6/d6
Aventuras en la Marca del Este (advanced version) d10/d6/d4/d4(but only fighters use d10 instead of d8, every other class use their standard hit die)
Iron Heores: d4+6/--/1d4+4/1d4+2
Epees et Sorcellerie, Spellcraft and Swordplay, and S&W white box uses d6 for all classes.

It's a matter of how much "staying power" or resilience you want them to have, BFRPG models the old game style and makes fights more deadly.

If I wanted to do a "high threshold" game I would use an Iron Heores + Marca del Este + Hackmaster (rolling only at odd levels and rerolling at other levels, but rerolling the whole hit dice)
Sorry for any misspelling or writing error, I am not a native English speaker
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Longman
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Re: Thieves d4

Post by Longman »

I like the d8 rule for fighters provided it is modified so they get max HP at 1st level. I think it works OK.

I'm more bothered by d4 for thieves - which I expect to be somewhat more engaged in combat than wizards. I had completely forgotten that about OD and D. It surprised me when I read Basic Fantasy for the first time.

I like the idea of having a 'tough' thief class that gets 1d6 instead of 1d4, for a greater exp cost.
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Dimirag
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Re: fighters d10

Post by Dimirag »

I give assassins and other thievish classes d6 for HD provided they are more combative.

My reasoning on the d4 thieves is the following:

First the game used d6 for most things, then warriors got bumped to d8 and MU got lowered to d4, then the cleric came, being half fighter half MU they give it the standard d6 for HD and a mid combat skill, then came the thieve standing behind the cleric but in front of the MU, so they have to give them something from the cleric and something from the MU, they choose the G¿cleric's HD and the MU's THAC0 (note that a thief starting ST values are the same as those of a MU and has the progression of the clerics, same as his TACH0 prog).

Thieves... always making the game to advance into a further edition to fit them better :lol:
Sorry for any misspelling or writing error, I am not a native English speaker
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Hywaywolf
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Re: fighters d10

Post by Hywaywolf »

d4 thieves make more sense to me because it makes them act more devious and stealthy. In my mind adventuring thieves aren't thugs or muggers. They are specialist (like a computer geek). They deal with the "high tech" aspects of adventuring - traps, locks, recon (sneaking about), removing items without the owners knowing its happening, climbing heights to tie off ropes so the others can follow, and other such "techno" stuff. They have some armor because they do put themselves in danger, but their main job isn't to be stand up fighters. In my mind, the proper thief might not ever get into a stand-up mano-a-mano fight. If a thief has a high dex and a good bow he doesn't ever need to be a meat shield :)
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Longman
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Re: fighters d10

Post by Longman »

In my mind, the proper thief might not ever get into a stand-up mano-a-mano fight.

I kind of want to agree...but also, climbing up a wall with almost no handholds would take a lot of strength and physicality. For that reason alone, I always saw them as tougher than the typical ''wizard with a library tan''.

I guess this really matters most at 1st level. By the time you have 5000 exp you would have 4d4 (average 10)*. The wizard would still have 2d4 (average 5) and the cleric 3d6 (11), while the fighter is on 3d8 (13). So the thief does quite well if they take enough care.

* That's not using max hp at 1st level.
LordHawk
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Re: Thieves d4

Post by LordHawk »

Longman wrote:I like the d8 rule for fighters provided it is modified so they get max HP at 1st level. I think it works OK.

I'm more bothered by d4 for thieves - which I expect to be somewhat more engaged in combat than wizards. I had completely forgotten that about OD and D. It surprised me when I read Basic Fantasy for the first time.

I like the idea of having a 'tough' thief class that gets 1d6 instead of 1d4, for a greater exp cost.

I agree, I picture mages training their minds over their bodies, I picture thieves more like gymnasts, not super strong but super nimble
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