Need Magic Item

N'raac

First Post
I've never liked the "1 hp hale and hearty/0 hp dead" paradigm. 1st Ed AD&D introduced the optional "unconscious and bleeding at or below 0; dead at -10" rule, which works pretty well at 1st level for keeping characters alive. The model varied a bit over the editions, but "a teammate can bind your wounds in one round" is probably the most consistent with the old school model, while still allowing low level characters to survive the occasional unlucky die roll.

The NPC's may be able to offer some advice. If it was poor tactical play that put the MU in harm's way, an NPC might suggest better tactics. The opposition is pretty stupid if they just hurl themselves at the fighter and never try to get at the softer target behind him, so the MU is likely to find himself a target on occasion.
 

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S'mon

Legend
I like the Staff of Striking from BX-BECM - is that in BFRPG? On hit, spend 1-2 charges for 1-2d6 extra damage. 3-30 charges when found.
 

N'raac

First Post
If the goal is to improve that MU's survival odds, the magic item needs to either reduce the chances he is hit, reduce the damage he takes or (best option, IMO) give him the ability to attack from range. But he can get the last by throwing daggers, which is the tried and true means of Old School MU's contributing after their spell is cast.

p 47 of the BFRPG rules indicates the GM can use judgment on the potential a missed attack into the melee may strike an ally.
 


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