[RCFG] RCFG Ongoing Development!


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Every rpg with even sorta-complex combat rules should have a page like this.

RC

Nice summary.:) Can active defense be used in conjuction with defensive withdrawl? One of the things that always made retreat in D&D such an unattractive option was that you had to move away slowly, making it easy for an enemy to catch you but didn't get any increased defense for an action that was completely defensive to compensate.
 

Nice summary.:)

Thanks.

Can active defense be used in conjuction with defensive withdrawl? One of the things that always made retreat in D&D such an unattractive option was that you had to move away slowly, making it easy for an enemy to catch you but didn't get any increased defense for an action that was completely defensive to compensate.

It requires an Action to set up an active defense. Once in place, though, an active defense remains in place until the combat ends or some other condition occurs that negates it narratively (for example, an Acrobatics active defense being negated by a grapple Special Manoeuver).

If you are using the Fully Defensive combat mode, you can also add your weapon skill ranks to your AC, giving you a significant chance to survive a withdrawal.

(True for both PCs and monsters.)


RC
 

It requires an Action to set up an active defense. Once in place, though, an active defense remains in place until the combat ends or some other condition occurs that negates it narratively (for example, an Acrobatics active defense being negated by a grapple Special Manoeuver).

If you are using the Fully Defensive combat mode, you can also add your weapon skill ranks to your AC, giving you a significant chance to survive a withdrawal.

(True for both PCs and monsters.)


RC

Sounds great. A careful defensive withdrawal sounds like a much more attractive option than it is in many systems.
 


List of RCFG Appendixes


I. Spell Descriptions
II. Spell Research & Magic Item Creation
III. Minimum Caster Levels
IV. Option: RCFG Modern
V. Option: Planetary Romance
VI. Option: Psionics
VII. Option: Variant Classes
VIII. Common Statblocks
IX. Sample Characters
X. Examples of Play
XI. Recommended Reading & Viewing
XII. Open Gaming License
 

Robin Hood: Human Fighter 2, Ranger 2, Rogue 6

HD: 6d10 + 3d8 + 11; Hp 64

Str 12 (+1); Int 14 (+2); Wis 14 (+2); Dex 18 (+4); Con 12 (+1); Cha 16 (+3)

Move 30 ft.

Skills:

Acrobatics 11+4 (+15), Bluff 11+3 (+14), Climb 6+4 (+10), Diplomacy 9+3 (+12), Disguise 9+3 (+12), Heal 3+2 (+5), Intimidate 6+3 (+9), Ride 5+4 (+9), Stealth 9+4 (+13), Swim 4+1 (+5), Wilderness Lore 11+2 (+13)

Weapon Skills:

Archery 8, Fencing 8, Knife Fighting 1, Knife Throwing 1, Quarterstaff 6, Sword Fighting 3, Unarmed Strike 3

Saves:

Prowess +5
Endurance +4
Reflex +11
Reasoning +4
Willpower +5
Perception +9

Class Features:

  • Cut Through the Rabble (2 attacks)
  • Skilled at Arms I
  • Combat Style Bonus (Rapid Shot, +1 attack)
  • Favoured Enemy I (humans, +1 bonus)
  • Track I
  • Woodland Stride
  • Evasion
  • Trapfinding
  • Rogue Bonus I (Thug)
  • Sneak Attack (+2d6)
  • Rogue Bonus II (Acrobat)
  • Gang Leader
  • Sixth Sense
 

Last night, I ran a game in what has become an ongoing campaign using the RCFG ruleset as it exists to date (by the end of next week, a PDF of everything now available will be released as well, for anyone interested). The party consisted of a 1st-level Barbarian, a 2nd-level rogue, and (for his first game using this ruleset) a 1st-level sorcerer (necromantic spell source).

It took half the session to get the sorcerer completed, partly due to unfamiliarity with the new ruleset, and partly because the player in question was used to 3e and 4e, where initial choices can come back to bite you later. In the end, he was quite pleased with a game which was more player-choice-in-game-driven, and less character-build-driven.

(And while I realize that you can do both with any ruleset, his unsolicited comment was that this aspect of the RCFG ruleset "really helped with role-playing".)

I made use of The Pod Caverns of the Sinister Shroom (GROGNARDIA: REVIEW: The Pod-Caverns of the Sinister Shroom), which I picked up here in Toronto at The Hairy Tarantula. It took no more time to prep than was required to read and understand the module. I was able to do all conversions necessary on the fly without pause or difficulty.

The players had a blast. I had a blast. It was, simply put, the best gaming experience I have had, in terms of energy and players thinking about aspects of the game environment as though they were there, since high school. You really can recapture that feeling!

If you are interested in RCFG, or old-school gaming at all, I strongly urge you to dust off your favourite 1e adventures, and pick up some of the newer OSRIC, Basic Fantasy, and Labyrinth Lord materials. Expeditious Retreat's The Pod Caverns of the Sinister Shroom obviously gets a big thumbs-up from me. They are easy to modify from one system to another, and still offer a heck of a bang for the buck in terms of page count and materials.

Really, last night was the embodiment of all the reasons I enjoy gaming. I hope the best for all En Worlders in their games, and hope that all of our future gaming is at least half as good!


RC
 

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