BRP: Classic Fantasy (Was Sword & Spell)
First, I lost the rights to Sword & Spell when someone else beat me to it with Shadow Sword and Spell. Oh well, it went from Hack N Slash, to Chaos & Catacombs, to Sword & Spell, to Classic Fantasy. I like Classic Fantasy becouse you can look at the title and know what the book is attempting to capture.
Anyway, Classic Fantasy Volume I: Adventurers is finally done! Ok, kinda done. It's completly written coming in at 87,500 words (I thought writing a 500 word essay in grade school would kill me). I still have to lay it out (which I have no idea how to do, but what the heck), and find some artwork.
Here is an overview...
Chapter 1: Characters
This chapter details seven playable races; human, elf, dwarf, halfling, half-orc, half-elf, and gnome. Also included are 10 classic character classes, the Barbarian, Bard, Cleric, Druid, Fighter, Illusionist, Magic-User, Monk, Paladin, Ranger, and Thief. In Classic Fantasy, classes are simply BRP professions with a tighter skill list and special abilities. Also in chapter 1 is complete rules for Alignments. This uses the BRP Alliegence system as written, but geared towards Good, Neutral, and Evil.
Chapter 2: Skills
This chapter details several new skills specific to a Classic Fantasy campaign as well as notes any changes to existing skills.
Chapter 3: Spells
Classic Fantasy uses the basic Magic system as detailed in Basic Role Playing, however adds 150 new spells to the 30 already included in BRP. These are broken down into magic-user, cleric, druid, and illusionist spells, and includes such old favorites as magic missile, reincarnation, power word, phantasmal killer, sleep and hold person, just to name a few.
Chapter 4: Equipment
This short chapter details some of the more common general equipment common to a classic campaign as well as sets up a gold/silver/copper monetary system and assigns a value to all existing weapons, shields, armor, etc found within Basic Role Playing.
Chapter 5: Spot Rules
Finally, this chapter includes rules for some of the less common situations that can crop up in your typical dungeon crawls, including rules for Armor Damage, Choosing a Leader, Digging and Tunneling, Hiring Others, Locked and Stuck Doors, Marching Order, Recovering Spent Ammunition, Repairing Armor and Weapons, Scouting Ahead, Secret and Concealed Doors, Securing a Door, Setting Camp in or at the Dungeon, Sinking, Standard Operating Procedure (SOP), Surprise, Tight Spaces, Training, and Vision, Lighting, and Encounter Distance.
With the exception of a double sided character sheet and spell sheet that about wraps up the contents of volume 1. I have submitted what I have (unformatted) to Dustin to just to make sure I don't have to make any drastic changes before I get to heavily into the layout of it.
Classic Fantasy Vol. II: Gamemastery is already more than half done, and I hope to have it ready in the fall.
Rodney Leary
Last edited by threedeesix; July 29th, 2009 at 19:07.
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