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Basic Fantasy Role-playing game?
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<blockquote data-quote="Solomoriah" data-source="post: 5686280" data-attributes="member: 10663"><p>The core rules are as they are because they cover what needs to be covered.</p><p></p><p>Geez, that's incomprehensible. Let's try again:</p><p></p><p>When I started the project, I intended to "cover" the Moldvay/Cook/Marsh rules. That doesn't mean "duplicate" them... it means that I intended to have a rule for everything they had a rule for, and not much past that. The only additions were those things that, back in the day, I really missed having in the rules. This explains the presence of magic-item creation rules, among other things.</p><p></p><p>Many people told me "the game is great, but it would be perfect if it had X." I knew I had it right when I realized that these comments fit a particular pattern... specifically, X rarely repeated. If everyone said the same X was needed, then I'd have put that X in the rules. But knowing that there was no dominant X that everyone thought I needed told me I was done, and the game was complete.</p><p></p><p>The supplements fill those X's. Sometimes, we can't decide how to fill an X... look at how many Rangers we have. Sometimes the supplements have balance issues (hint: stay away from the current Pyromancer).</p><p></p><p>But it's more complicated than that. If you go beyond the core rules and add in options, you have to decide where to stop. What's in, and what's out. That's a LOT harder than you might think... I've tried.</p><p></p><p>We do have one set of house rules on the site; if you want to create your own, that's entirely up to you.</p><p></p><p>Oh, and the saving throw tables? That's approximately where they appear in Moldvay... in the Encounter section.</p><p></p><p>I always recommend using J.D. Jarvis' character sheet with new players, since it has all the page numbers printed right on it.</p></blockquote><p></p>
[QUOTE="Solomoriah, post: 5686280, member: 10663"] The core rules are as they are because they cover what needs to be covered. Geez, that's incomprehensible. Let's try again: When I started the project, I intended to "cover" the Moldvay/Cook/Marsh rules. That doesn't mean "duplicate" them... it means that I intended to have a rule for everything they had a rule for, and not much past that. The only additions were those things that, back in the day, I really missed having in the rules. This explains the presence of magic-item creation rules, among other things. Many people told me "the game is great, but it would be perfect if it had X." I knew I had it right when I realized that these comments fit a particular pattern... specifically, X rarely repeated. If everyone said the same X was needed, then I'd have put that X in the rules. But knowing that there was no dominant X that everyone thought I needed told me I was done, and the game was complete. The supplements fill those X's. Sometimes, we can't decide how to fill an X... look at how many Rangers we have. Sometimes the supplements have balance issues (hint: stay away from the current Pyromancer). But it's more complicated than that. If you go beyond the core rules and add in options, you have to decide where to stop. What's in, and what's out. That's a LOT harder than you might think... I've tried. We do have one set of house rules on the site; if you want to create your own, that's entirely up to you. Oh, and the saving throw tables? That's approximately where they appear in Moldvay... in the Encounter section. I always recommend using J.D. Jarvis' character sheet with new players, since it has all the page numbers printed right on it. [/QUOTE]
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