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Re: New GM's million questions

Posted: Sat Jul 28, 2012 11:54 am
by MedievalMan
http://basicfantasy.org/downloads.html

Their are lots of extras you can add to the game. Just be careful in how much you add and how quickly you add. Learned that the hard way.

Re: New GM's million questions

Posted: Sat Jul 28, 2012 12:44 pm
by Dimirag
Welcome to the forum!
Outside the link MM posted above some members have posted alternative and new classes all over the forum, so, feel free to take a look at them but know that some of them adds extra rules or make some rules modifications, so it can end up making your job harder...
As everyone above has said feel free to post any question

Re: New GM's million questions

Posted: Sat Jul 28, 2012 1:43 pm
by SmootRK
I suggest being extremely stingy with materials outside the core rules, only bringing in small bits when it is absolutely necessary for the campaign... At least until you get a strong handle on playing the game. It is extremely easy to incorporate whatever elements you desire from other similar games and even from other systems so when you get to the point of needing something to complete your campaign, I am sure you will be confident in adding it.

FYI, there are at least four different Ranger versions around. Get your google-fu going on this forum and you will find them easily. My version can be found in a thread about "additional fighting sub-classes"

Re: New GM's million questions

Posted: Sat Jul 28, 2012 1:46 pm
by xav++
I'll heed that advice

Re: New GM's million questions

Posted: Sat Jul 28, 2012 2:01 pm
by Sir Bedivere
I highly recommend playing by the book at first. Once you guys have the basics down, consider expanding. (Of course, there's nothing wrong with playing by the book at last, either.)

That said, I started out a new group a year or so ago and after the first session no one would play the magic-user as it was written. Eventually, I wrote up the Magic-User Options supplement on the downloads page, which has lots of small (and some not so small) changes you can make if your players refuse to touch the class.

Re: New GM's million questions

Posted: Sat Jul 28, 2012 2:04 pm
by xav++
Yea we'll see how well it goes. I might let em have a scroll or two in the adventure. :lol: if they find em

Re: New GM's million questions

Posted: Sat Jul 28, 2012 2:28 pm
by xav++
How does random treasure generation work? Also on random encounters in the module when it says like 2d4 goblins (10 total) do I roll 2d4 and that is how many there are? then why the 10 total?

Re: New GM's million questions

Posted: Sat Jul 28, 2012 3:44 pm
by Joe the Rat
What it means is that there are 10 total wandering goblins. When they come up, there will be 2d4 present at that encounter (up to a maximum of how many are left out of the original 10). That way the encounter itself is random, but there isn't an endless supply of goblins. Note that any that survive an encounter with the party are still available.

On treasures, roll for the number of coins or whatnot. If there's a percentage, roll percent (like with thief skills) to see if that is present first. For magic items and scrolls, it's more random rolls to see what's there - unless you have something specific you want to have in the loot.

Modules will generally have the room and lair treasures set ahead of time. If you know that something might come up (a random "lair" encounter in the wilderness, for example), you may want to roll up the treasure ahead of time. It also helps maintain the illusion that everything is part of your sinister plans (or in my case, that I have any clue what I'm doing).

Re: New GM's million questions

Posted: Sat Jul 28, 2012 3:48 pm
by xav++
I'm still confused on the treasure, look at page 123 or whatever it comes up as on your compy and then run me through how to do it AND searching is like searching for a secret door correct?

Re: New GM's million questions

Posted: Sat Jul 28, 2012 4:44 pm
by MedievalMan
I mostly use pre-made adventures so I am not very experienced with rolling random treasure. Sorry I can't be more help.

Basically it will generally give a treasure type for a monster. You look up the treasure type, roll a percentile to see if that treasure is present (individual treasures will always be present). If the treasure is present you then roll the amount listed.

That's about all I know to be honest.