Basic Rules for the Majestic Wilderlands RPG
May 15, 2017 12:07:41 GMT -6
Zulgyan, jeffb, and 1 more like this
Post by robertsconley on May 15, 2017 12:07:41 GMT -6
While writing the first book of my RPG project, The Lost Grimoire of Magic, I realized that too much of it was devoted to rules that will repeated among all the supplements. So I worked on a basic set of rules summarizing the system as a whole. So I got it down to 47 pages, and just as important should read as a coherent whole.
You can download it from the following link
Basic Rules for the Majestic Fantasy RPG.
Any comments and suggestions are appreciated.
Some highlights
You can download it from the following link
Basic Rules for the Majestic Fantasy RPG.
Any comments and suggestions are appreciated.
Some highlights
- Designed it be highly compatible with Swords and Wizardry
- More generous with attribute bonuses but not as generous as the d20 SRD. Instead there a -1/+1 per three attribute points instead of per 2 like d20.
- Four Classses: Burglar, Cleric of Mitra, Fighter, Magic User.
- Four Races: Dwarves, Elves, Halflings, and Man.
- Man gets a +15% XP bonus on top of their prime requisite bonus. I played with the exact number over the years by gauging the reaction of players in choosing Man over the other races.
- For abilities, and spells, I jettisoned situational bonuses for the most part in favor of 5th edition's advantage and disadvantage. My opinion that is much easier to grasp by players than remembering whether you get a -4, -2, +2, or +4 bonus that it worth including. Plus the original edition never been big on stacking up modifiers anyway so I feel the loss of having a +1, +2, or +4 bonus (or minus) is not a big deal.
- Incorporated the ability system from the supplement. Basic resolution is still 15 or better on a roll of a d20.
- Any character can do any ability just that some are better at certain abilities than others. All classes have ability bonuses they can use. Rogue classes like the Burglar are built around ability bonuses.
- A short equipment but many pieces of equipment have one or two rules associated with their use. For example using a mace give you +1 to hit versus chainmail armor. The use of Shields have been fleshed out.
- The ritual rule allowing clerics and magic user to cast spells as a ten minute ritual plus a cost component has been carried over from the supplement.
- Magical Immunity works a bit differently from Magic Resistance. Basically Fireball, Lightning Bolt work as they do direct damage by creating something, Charm Person, Sleep, etc are effected by Magical Immunity. The resolution has been made into a d20 roll with the same odds as the original percentage based rolls.
- Spells note whether they are effected by Magical Immunity or not. In addition all uses of percentages been changed to d20 rolls with the same odds. Just saying if it going to be in 5% increments make it a d20 roll. There been some tweaks to specific spells like Sleep effecting 4d4 hit dice of creature max 4 HD effected.
- The combat system uses 1d6 individual imitative. A new wrinkle is that fighters get to add their to hit bonus.
- I allow two actions per combat round which can be summed up as a half-move and an attack. As a side note this is the oldest section of the rules dating all the way back form when I ran ADnD 1st in 1979, 1980.
- My stab at easy to use grappling rules. You successfully hit, your opponent is now grappled, if the opponent doesn't break free the next round, you have a number of options including damage.
- Combat stunts, the general idea is that you can opt to do something else other than inflict damage with a successful to hit roll. However the downside the opponent gets a saving throw which means high level or high hit dice is likely going to save. But if you are desperate it may be the best option in that round.
- No Monsters or Magic Items which will be presented as part of the various supplements. However anything from any version of Swords and Wizardry will work with these rules.
[li]Finally I kept an eye on how interdependent the rules are so you should be able to swap in how other handle things easily. For example initiative will work with group initiative, the combat system can be replaced with the one in the B/X rules. You can ignore my spell in favor the original edition text, etc, etc.