Showing posts with label BFRPG. Show all posts
Showing posts with label BFRPG. Show all posts

Wednesday, August 9, 2017

Overland Random Event Table (BFRPG, B/X, Similar)


Basically, when traveling overland a d6 is rolled each day against the table below and subsequent tables as appropriate.  As with the Death & Dismemberment table, I've borrowed ideas and results from others.


d6 Result Notes
1 Mishap Roll 1d6 on the mishap table below
2 Encounter Roll on the appropriate encounter table by terrain type
3 No result
4 No result
5 No result
6 Boon Roll 1d6 on the boon table below


Mishaps:


d6 Mishap Result Notes
1 Lose an item Each player chooses an item(s) at DM's discretion from their list and makes a WIS check; failure indicates the item was lost or damaged beyond repair.
2 Hazardous Weather Find shelter or make a WIS or CON check.  Failure causes 1d3 dmg.  Lose the day's travel or take double damage to move 1/2
3 Hazardous Terrain* Make a WIS or CON check.  Failure causes 1d3 dmg.  Move 1/2
4 Become Lost* Party guide makes a WIS check; success means you only move half normal movement as you find your way.  Failure indicates you've become lost and cover no ground today.  
5 Turned Around* Party guide makes a WIS check.  Failure indicates the party emerges from a random hex edge instead of the intended one.
6 Bogged Down Slow going today; move at 1/2 normal rate.

* When following a clear path/ marker or being led by a guide with the wilderness lore background special ability, treat this result as no result on table above. 

Boons:

d6 Boon Result Notes
1 Making Good Time Travel 20% Further Today
2 Making Great Time Travel 50% Further Today
3 Find an Item Party selects a common item from the equipment list at DM's discretion and makes a WIS check.  Success indicates this item has been found.
4 Learn Something new Through observation, experimentation, practice or epiphany the party has learned something new on their travels today.  Each member receives 10 xp per character level.
5 Discover an Ally Meet an individual appropriate to the area who will befriend and/ or help in some small but meaningful way to the party.
6 Discover a Minor Location Discover a Minor Location and an opportunity for aid, XP and/ or treasure.




















Monday, August 7, 2017

Death and Dismemberment Table (BFRPG, B/X, Similar)



Basically, when you hit 0 hit points you roll 1d20 and refer to the table below.  If you take any other damage while below 0, you roll again and deal with multiple results.  Characters can be stable but in negative hit points as a result of the effects or further actions taken.  If a character gets to -10 they are dead regardless.  I'm sure I borrowed some, most or all of this from somewhere. 

Death and Dismemberment Table

Roll (1d20)
Result
Effect
1
Instant Death
Described in dramatic fashion; allow for last words as appropriate
2-5
Severed or smashed (1d6 for hit location)
Treat head shots as instant death. Limbs are useless/ missing and torso indicates severed artery or fatal internal organ damage (e.g. punctured lung). Save vs. Death to remain conscious. Death results either way in 2d6 rounds unless healing magic is applied.  This magic will both restore lost HP and prevent death.  In the case of a damaged limb, cauterization or a tourniquet allows a Save vs. Death to survive.  Damage is permanent to survivors (i.e. limbs remain useless).
6-10
Broken Bone                 (1d6 for hit location)
Head shots result in concussion (see below).  Broken limbs are useless but can recover.  Broken torso indicates cracked ribs, can also recover.
11-17
Knocked Unconscious
Out for remainder of the fight, will awake after the battle with 0 hit points. 
18-19
Stunned
Stunned for 1d4 rounds, incapable of useful action
20
Adrenaline Surge
Returns 1d4 hit points per hit die (minimum of 1 hp). At the end of the combat, the adrenaline drains away, hit points are reduced to zero, and the character falls unconscious for 2d6 rounds.

Hit location: roll 1d6
1= head
2= dominant arm
3= other arm
4= right leg
5= left leg

6= torso
  • Stunned: can at most move 1/2 and perform simple actions, not to include attacking or spell casting.
  • Concussion: stunned for 2d4 rounds then -2 to all rolls thereafter until healed to full hit points either magically or naturally.  Tire 5x as quickly
  • Severed, smashed and broken arms: arm is useless.  -2 to rolls when using off-hand
  • Severed, smashed and broken legs: movement halved, cannot run (can double move for normal movement rate) and tire twice as fast when moving
  • Severed, smashed and broken torso: -2 to all rolls in addition to other effects
  •  Recovery:  Recovering from a broken bone naturally requires 6+ (1d6 -Constitution bonus) weeks.

Tuesday, November 24, 2015

Back to Basics?

So, I embarked upon learning Savage Worlds and spent no insignificant amount of time doing so, even creating a pretty neato campaign world to kick things off in (below) only to ditch it when push came to shove.  Push, being over-stimulated and somewhat demanding 8 and 13 year olds and shove being a languid Sunday afternoon sans electronics when THEY... WERE... SOOOOO... BORED. It seemed like it was finally time. 

"I know a game that we can play."

"Is it like Terarria?"

"Sort of, yeah."

"Is is it like Minecraft?"

"In a way, yes."

"Do we play on the computer"

"No, we play on the dining room table"

Incredulous. "Like Monopoly?"

"It's way better than Monopoly."

Doubtful. "Hrmph."

So I had been waiting for this moment ever since first stumbling upon Philotomy's OD&D Musings (sadly, the site is gone) and his running of the Lost City for his family.  I was faced with a choice for running my children's first pen and paper RPG experience.  Use this new game I was excited about and attempting to master or use the rules I could run in my sleep.  Nostalgia, comfort, whatever it was won out.  I went to my Old School D&D edition of choice, Basic Fantasy Role Playing, and 7 or so sessions later my 8-year old is hooked and my 13 year-old occasionally willing to play.  I've even run a session for my friends to some enthusiasm and plans for a regular, monthly game agian.  Old habits die hard I suppose. 

My kids, by the way, made a halfling magic user and a dwarven fighter, named Jeff and Geoff respectively.  My wife even joined in with a halfling thief.  The real upside is I've spent WAAAAY more time playing than prepping games lately and with the three most important people in the world.  Isn't that how it should be?