[BFRPG] Basic Fantasy Role-Playing Game

Creating a world, a nation, a city, or a dungeon? Or maybe you're creating magic items, spell, new classes, or other rule-based materials? Share your work here! All DF-supported editions are welcome here! Off-topic posts are prohibited in this forum.

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Casey777
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Post by Casey777 »

JDJarvis wrote:Spirit of the century the #2 rated game on RPG-net (while i'm typing this)...I've never heard of it. Not that it might not in facxt be the #2 game of all tiem in quality but ...who the heck ever heard of it?
It's a current RPG.net darling. Which means almost noone out side of a few internet forums will have heard of it, but those who have tend to think it's the BEST GAME EVAR.

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Hope this helps and as always YMMV.
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Post by James Jeffers »

I liked Basic Fantasy RPG so much, I decided to give back to the community.

I present a Basic Fantasy RPG Character Generator! http://bfrpg.lincolnswar.com/

Now, a newly minted 1st level PC is just a mouse click away!
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Post by James Jeffers »

I've been posting updates and bug fixes to the character generator at http://bfrpg.lincolnswar.com/.

Lately I've:
  • added racial and class special abilities, like "turning" the undead and elven resistance to paralysis attacks,
    added a link that will generate a PDF of the current character,
    fixed some bugs with the generation code.
Enjoy!
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Post by Nazim »

James Jeffers wrote:I've been posting updates and bug fixes to the character generator at http://bfrpg.lincolnswar.com/.

Lately I've:
  • added racial and class special abilities, like "turning" the undead and elven resistance to paralysis attacks,
    added a link that will generate a PDF of the current character,
    fixed some bugs with the generation code.
Enjoy!
Pretty cool. Useful when you want to quickly roll up a party of adventurers. Nicely done.
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Post by James Jeffers »

Nazim,

Yup, that was one intention.

If you have any suggestions or notice a problem, please let me know.
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Post by maxwellchris »

James Jeffers wrote:I liked Basic Fantasy RPG so much, I decided to give back to the community.
I present a Basic Fantasy RPG Character Generator! http://bfrpg.lincolnswar.com/
Now, a newly minted 1st level PC is just a mouse click away!
Wow, that is just too cool. Great job! I'm just peeking in on BFRPG now (shame on me, I know), and here we have an awesome character generator that works in the browser (and therefore on my cursed mac!)

Thanks!

-Max
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Post by James Jeffers »

Glad you liked it, Max.
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Post by Meepo »

Quick question: Is the version for sale on lulu release 63 or 62? The preview page still lists 62...
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Post by Birthright »

Unless Solo has update it without making an announcement, the Lulu version is still the original release: 62
Read a review of the BIRTHRIGHT Campaign setting here.
visit http://www.birthright.net
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Post by Solomoriah »

Release 63 won't be published on Lulu.com. Release 64, if I ever get it done, will be the next print version.

I'm still recovering from the burnout I suffered finishing the current print version... but I think I'm getting there. Were I actually being paid for this, probably it would be done by now. :D
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Post by James Jeffers »

While Solomoriah is recovering from his efforts, I've made even more changes and updates to the Basic Fantasy RPG Character Generator!

You can see the latest version at http://bfrpg.lincolnswar.com.

Since last time, I've added a nice little helper for putting together an equipment list based on v63 of the BFRPG book. I've also updated the PDF generation to include equipment lists. When you "buy" equipment, it deducts from the money and adds to the encumbrance..

I also tacked on armor class calculation.

So, please, enjoy!
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Post by Solomoriah »

Announcing:

Simone Felli's Character Sheet -- September 11, 2007: Simone Felli has submitted a nice landscape-format character sheet, in PDF and OpenOffice.org Draw format.

http://basicfantasy.org
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Post by Solomoriah »

The sleeper is awakening...

I'm beginning to recover from my burnout, and I'm thinking about getting that next core rules document finished. This means getting the wrestling rules hashed out for good, as well as me editing the Stronghold rules that Nick Bogan updated and getting them inserted. It seems there was something else that needed revision, possibly having to do with the optional Maneuverability rule; I'll have to dig through my emails and look for a hint.

NOW. This means that the priorities previously mentioned will get some attention. As soon as I have the next release of the Core Rules available for your scrutiny, I'll turn my attention to BF1 Morgansfort and the Olde Dungeoneer's Almanack. See my comments in the appropriate threads for my direction therein.

I've spent my summer building rockets... they go up, and they come back down, hopefully in good enough condition to fly again. It's been a nice respite from dice and such, but as cold weather begins to nip at me I begin to think about games again. A marathon HeroScape game over the weekend didn't hurt either...
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Post by Omote »

Looking forward to the upcoming lulu release. Combine that with the work on the Olde Dungeoneer's Almanack and BF1, things are looking good. Keep up the good work guys.

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Post by James Jeffers »

Rock. \m/
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Post by Burnicus »

Hi all. Just found this and I have to say it's a great blend. I hope to use it for some Play by Posts.

There are a few points that I think I'd like to suggest.

I've been looking over the Jester class and I think I have an idea that would make the class more unique. Jesters tend to be pranksters so perhaps giving them some abilities/weapons that are unique and only usable by them would be fun. I'm thinking that illusion spells such as the ones on thier spell list are fine but maybe giving them the ability to make fireworks/bombs. Or maybe some balloons that when popped give off poisonous gas. As it is now the Jester seems a bit boring for the possibilities that it could have.

I hope I haven't offended and these are just suggestions of course. Also I understand that the class isn't finished and that reworking is possible. Please tell me what you think or maybe more ideas for this class. To be honest I hope someday to play as a Jester. :twisted: :twisted: :twisted:
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Post by thomaskolter »

For alignments I was thinking on the matter why not just have three: Evil, Good and Neutral I don't see any reason to get more detailed for the game. You can require evil characters if mail have big greasy mustaches and cackle maybe. :wink: hee hee hee

I made performing eclectic they decide what kind of performance they want to do and roll for how much coins they get, or if people throw food at them. lol (On a bad roll.)

I do have three suggestions for the already existing classes give clerics a spell at Level 1 should only require a chart adjustment and I suggest give wizards access to easier to use ranged weapons the light crossbow and the sling. It won't overly influence them but make them at least a bit useful at first level. And for Wizards more starting spells I would suggest as an optional rule +1 extra spell per bonus point in Intelligence. Although they could still only memorize and cast one at 1st level.

As for fighters I suggest one class ability the Weapon of Choice. They select ONE sort of weapon like a longsword or a bow and get a +2 to hit and +1 damage with it. After all the others get something that makes them stand out. But only for fighters not a combination class. Optional of course. I think they need one think to make them stand out.

Just some ideas.
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Post by Solomoriah »

Burnicus wrote:Hi all. Just found this and I have to say it's a great blend. I hope to use it for some Play by Posts.
Excellent! I hope it goes well for you.
Burnicus wrote:I've been looking over the Jester class...
All the supplementary articles will, hopefully, become part of a collected work I'm calling the Olde Dungeoneer's Almanack. I recommend you repost your suggestions in the discussion thread for that work:

http://www.dragonsfoot.org/forums/viewt ... 555#480555

The original author of the Jester class is Brendan Falconer, and he most likely will respond in that thread. I don't generally accept suggestions for someone else's work without their agreement. I hope you understand.
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Post by Solomoriah »

thomaskolter wrote:For alignments I was thinking on the matter why not just have three: Evil, Good and Neutral I don't see any reason to get more detailed for the game. You can require evil characters if mail have big greasy mustaches and cackle maybe. :wink: hee hee hee
Basic Fantasy RPG has no official alignment rules. There is an alignment supplement, but it's basically a reworking of the 3.5E SRD alignment rules. I'd like to create an Alignment Designer's Kit document, discussing the various approaches to alignment and allowing the GM to choose an approach that suits him (or her). One size does not fit all, I've learned... which is, in my opinion, the main reason alignments are such a bone of contention.
thomaskolter wrote:I do have three suggestions for the already existing classes give clerics a spell at Level 1 should only require a chart adjustment
(Please, break up your suggestions so I can respond to them more easily.) The fact that Clerics have no spell at level 1 is by design. You can change that for your own game, of course, but please don't expect me to change the Core Rules just because you asked.
thomaskolter wrote:and I suggest give wizards access to easier to use ranged weapons the light crossbow and the sling. It won't overly influence them but make them at least a bit useful at first level.
Here again, the weapon choices allowed for Magic-Users is by design, and unlikely to change.
thomaskolter wrote:And for Wizards more starting spells I would suggest as an optional rule +1 extra spell per bonus point in Intelligence. Although they could still only memorize and cast one at 1st level.
I generally allow a starting character to know two or three spells, pretty well regardless of Intelligence; such decisions are always up to the GM.
thomaskolter wrote:As for fighters I suggest one class ability the Weapon of Choice. They select ONE sort of weapon like a longsword or a bow and get a +2 to hit and +1 damage with it. After all the others get something that makes them stand out. But only for fighters not a combination class. Optional of course. I think they need one think to make them stand out.
I have a "Weapon Specialization" rule I am planning to release as part of a Combat Options supplement; it's weaker than your rule initially but becomes more powerful at higher levels.

If you are suggesting things that most logically should be supplements, please post them in the Olde Dungeoneer's Almanack thread. Thanks!

http://www.dragonsfoot.org/forums/viewt ... 555#480555
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Post by Burnicus »

I can do that thanks!
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Post by Solomoriah »

Hey, just a note for anyone interested... I've posted the existing banner ads, and a new one (which is a bit large) here:

http://basicfantasy.org/banners.html

I recommend not using the last one for "signature" ads as it is just too big.
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I weas thinking about Thieves

Post by artikid »

Hello to all.
I was having a look at the r63 and I think that Thieves could use a little boost in r64.

In the GM section under the weapon and armor restrictions paragraph I thought it would be nice for Thieves to have the chance to use thief skills with a penalty while wearing heavier armor instead of preventing it.

I thought that unarmored Thieves could have a +10 bonus to their skills, Thieves wearing Leather would suffer no penalty while Chain mail inflicts a -20 penalty and Plate Mail inflicts a -60 penalty.
What do you think?
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Post by Solomoriah »

I don't have a problem with that as an optional rule, but I don't really want to put it in the core rules. Thieves are already better at first level than in any older edition. Perhaps someone might want to put together a Thieving Options Supplement?
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Post by thomaskolter »

If you want to make thieves more sturdy you could just raise the Hit Die to a d6, since they don't get magic and good armor its not stepping too much on the Cleric. I did and its working well. More of a tweak. I would recommend that in the next edition of the core rules as a possibility.
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Post by Solomoriah »

Not changing any class mechanics in the core rules. Not in this lifetime. Don't take that personally... it's just that the basic core mechanics are just about ideal, as far as I am concerned.
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Post by Solomoriah »

With the advent of the Simulacrum Games forum, many of the discussions in this thread would be best continued there. Since I have been using this thread as an announcement thread, I'm going to lock it now, and only unlock it when I have announcements to make. Please feel free to continue your discussions (or start new ones) about Basic Fantasy RPG in the new forum!
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Post by Solomoriah »

Announcing!

Core Rules 1st Edition (Release 64) -- November 8, 2007

I decided it was high time to release a new version of the Core Rules. This release includes a new revision of the Stronghold rules by Nick Bogan, as well as revised wrestling rules as discussed in the Dragonsfoot.org Workshop. Also, some corrections to the maneuverability of vehicles have been made (related to the previous simplification of those optional rules).

www.basicfantasy.org
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Post by Solomoriah »

Announcing!

BF1 Morgansfort: The Western Lands Campaign, Release 11 -- February 21, 2008
This new revision includes textual updates to the Olde Island Fortress, as well as extended encounter tables for that dungeon, done in the same style as the later dungeons of the module.

AA1.4 Beneath Brymassen, Release 2 -- February 21, 2008
This module was originally planned as a sample adventure for the Core Rules, but now is being released as part of the Adventure Anthology series. Note that this module is still under construction.

AA1.3 The Zombraire's Estate by Russ Westbrook, Release 1 -- February 21, 2008
Thanks to Russ for this contribution to the Adventure Anthology series! The Zombraire's Estate features a couple of monsters from the New Monsters supplement. Note that this module is still under construction.

AA1.2 Merilla's Magic Tower by Rob Pinnell, Release 1 -- February 17, 2008
Here is the second in our series of small adventures, the Adventure Anthology modules. This module is still under construction.

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Post by Solomoriah »

Announcing!

James D. Jarvis' Character Sheet -- March 5, 2009
James has submitted a revised, 2nd Edition compatible version of his excellent character sheet for download.

BF5 Megadungeon, Release 2 -- March 5, 2009
This second release includes some detailing of the 1st level rooms, including a couple of "specials."

http://www.basicfantasy.org" onclick="window.open(this.href);return false;
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Post by Solomoriah »

Announcing!

Grave Masters: A Basic Fantasy Supplement, Release 1 -- March 6, 2009
Here's the first release of R. Kevin Smoot's Grave Master class.

http://www.basicfantasy.org" onclick="window.open(this.href);return false;
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