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Basic Fantasy - Anybody here regularly play it? Why yes, why not?
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<blockquote data-quote="AlexofBarbaria" data-source="post: 9668247" data-attributes="member: 7035226"><p>A few thoughts skimming the 4th Edition pdf. (Mostly negative, fair warning).</p><p></p><p>A 208 page black-and-white pdf shouldn't be over 100mb. I thought this project was run like FOSS software? I'd have thought at least one of the contributors would know how to compress a pdf.</p><p></p><p>I like the attempt at OSE-style "control panel" layout. However, race/class features are still buried in paragraphs rather than highlighted with keywords and vertical lists.</p><p></p><p>The Thief is still very weak, requiring advancement to 6th level before they break 50% chance of success at most of their class abilities. Ah, and two separate rolls to find and remove traps. So only 4% chance to do that successfully at 1st level.</p><p></p><p>The multi-factor encumbrance system (load and strength determine encumbrance category, category and armor worn determine movement) is functional but an odd choice for a simple game, more complicated than either the Basic or Detailed variants in B/X.</p><p></p><p>Saving Throws are (one flavor of) old-school one-for-each-special-attack, so it's weird when they're used off-label, like save vs. Death Ray to avoid getting lost in the wilderness. The consequences of getting lost are not given ("The GM must decide the effect"). Lame punt.</p><p></p><p>The overland travel rules are harder to use than a movement point system. Also there's no clear sequence of play described for each day of wilderness adventuring, as in B/X and OSE.</p><p></p><p>I'm disappointed that XP-for-GP is not a core rule. Monster XP is paltry, so I'd like to see guidelines for appropriate amounts of quest/milestone XP.</p><p></p><p>Individual initiative with the GM counting down segments? Odd choice for a game this simple.</p><p></p><p>The Wrestling rules seem to be missing some text. There are several mentions of <em>pinning</em>, including one that contrasts it with <em>holding</em>, but it doesn't say how to achieve a pin.</p><p></p><p>Pretty much no help with designing a hexcrawl, though B/X is not great here either. But at least B/X advises not to prepare every single lair/cave but to keep a batch of them to place during play, which is a key technique, IMO.</p><p></p><p>In general, I don't see this as a significant upgrade in mechanics or presentation from the original B/X rulebooks (which are now available POD). In fact, I think it does a few things worse:</p><ul> <li data-xf-list-type="ul">encumbrance (prefer B/X's basic variant)</li> <li data-xf-list-type="ul">initiative (prefer group over individual)</li> <li data-xf-list-type="ul">XP (XP for GP is a must when playing old-school, IMO)</li> <li data-xf-list-type="ul">missing clear sequence of play for each dungeon turn/day of wilderness adventuring</li> </ul><p></p><p>It also doesn't have a few fixes which are must-haves, IMO:</p><ul> <li data-xf-list-type="ul">don't bury mechanics in paragraphs of text</li> <li data-xf-list-type="ul">competent Thief</li> <li data-xf-list-type="ul">movement point system for wilderness travel</li> </ul></blockquote><p></p>
[QUOTE="AlexofBarbaria, post: 9668247, member: 7035226"] A few thoughts skimming the 4th Edition pdf. (Mostly negative, fair warning). A 208 page black-and-white pdf shouldn't be over 100mb. I thought this project was run like FOSS software? I'd have thought at least one of the contributors would know how to compress a pdf. I like the attempt at OSE-style "control panel" layout. However, race/class features are still buried in paragraphs rather than highlighted with keywords and vertical lists. The Thief is still very weak, requiring advancement to 6th level before they break 50% chance of success at most of their class abilities. Ah, and two separate rolls to find and remove traps. So only 4% chance to do that successfully at 1st level. The multi-factor encumbrance system (load and strength determine encumbrance category, category and armor worn determine movement) is functional but an odd choice for a simple game, more complicated than either the Basic or Detailed variants in B/X. Saving Throws are (one flavor of) old-school one-for-each-special-attack, so it's weird when they're used off-label, like save vs. Death Ray to avoid getting lost in the wilderness. The consequences of getting lost are not given ("The GM must decide the effect"). Lame punt. The overland travel rules are harder to use than a movement point system. Also there's no clear sequence of play described for each day of wilderness adventuring, as in B/X and OSE. I'm disappointed that XP-for-GP is not a core rule. Monster XP is paltry, so I'd like to see guidelines for appropriate amounts of quest/milestone XP. Individual initiative with the GM counting down segments? Odd choice for a game this simple. The Wrestling rules seem to be missing some text. There are several mentions of [I]pinning[/I], including one that contrasts it with [I]holding[/I], but it doesn't say how to achieve a pin. Pretty much no help with designing a hexcrawl, though B/X is not great here either. But at least B/X advises not to prepare every single lair/cave but to keep a batch of them to place during play, which is a key technique, IMO. In general, I don't see this as a significant upgrade in mechanics or presentation from the original B/X rulebooks (which are now available POD). In fact, I think it does a few things worse: [LIST] [*]encumbrance (prefer B/X's basic variant) [*]initiative (prefer group over individual) [*]XP (XP for GP is a must when playing old-school, IMO) [*]missing clear sequence of play for each dungeon turn/day of wilderness adventuring [/LIST] It also doesn't have a few fixes which are must-haves, IMO: [LIST] [*]don't bury mechanics in paragraphs of text [*]competent Thief [*]movement point system for wilderness travel [/LIST] [/QUOTE]
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