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.

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!
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