Basic Fantasy Adventuring Supplement r8
Basic Fantasy Adventuring Supplement r8
Basic Fantasy Adventuring Supplement r8
Release 8
Copyright 2015 Sean D. Spencer and
contributors
All Rights Reserved
Distributed under the terms of the
Open Game License version 1.0a
Encounter Distance
The distance of a wilderness encounter may depend upon
local terrain; a monster seen coming out of a ravine that is
only 20 yards away is encountered at that distance. If
uncertain how far away the monster is, roll 4d6 and
multiply the result by 10; this number, 40-240 is the
distance in yards at which the monster is first
encountered.
Wilderness encounters that occur at night use dungeon
encounter distances instead.
Outdoor Surprise
This is handled in the same way as in the Core Rules,
except that if either group is surprised, the encounter
distance is 1d4x10 yards. If three or more creatures
surprise a party, they may have moved into a circle
around the party.
See also Core Rules Evasion and Pursuit
Effects of Weather
In rain or a downpour unprotected bow and crossbow
strings become damp and cannot be used until dried out.
Rain can reduce both visibility and movement rates, as
shown on the table below:
Visibility
Rate
Adjustment
Showers
No effect
x1
Rain
400 yards
x1
2+ Days Rain
(Downpour)
100 yards
x3/4
2+ Days Downpour
100 yards
x1/4
No Wind
Short
Medium
Wind
Medium
Long
Gale
Long
ADVENTURING
3. Difficult terrain such as marshes, swamps, kneedeep water heavy sand or snow terrain may call
for limiting movement rates (1/2 or 2/3 rate.)
4. The GM might even reduce the band of range,
such as the case in the effects of weather (see
above.)
Climbing
When characters are climbing in a difficult or tense
situation, the GM can require a DEX ability roll. Note that
only thieves are able to climb extremely steep and high
surfaces, due to their special training.
Generally heavily encumbered characters and character
in metal armor will not be able to climb well. This may
call for a DEX ability roll with a penalty (such as -5) or a
percentile chance (50% or less.)
Swimming
It is assumed that every (humanoid) character knows how
to swim. Movement rate while swimming is at 1/2.
The GM might require an ability check versus STR (if
battling high seas) or CON (against exhaustion from long
distance swim); upon failure the character goes
underwaterand cannot breathe there.
Heavily encumbered characters will be dragged
underwater. In that case, the character must either
remove armor, drop equipment or treasure (enough to
reach light encumbrance), or be rescued (pulled to the
surface.)
The fly spell and flying magical items (flying carpets, ships,
etc.) are considered steady platforms. Attackers using
missile weapons suffer no special attack roll penalties
when firing from such platforms.
Spellcasting requires a steady platform.
Any missile weapon can be used from a mount.
However, longbows may be too unwieldy while on
horseback. Crossbows remain subject to Core Rules,
Missile Weapon Rate of Fire.
If movement is not continuous and the character is able to
slow and stop between turns, such as on horseback, then
a penalty normally need not be applied.
However, per the GM's discretion, a to-hit penalty may be
applied, or a DEX ability roll required, when attacking
from a mount, depending on the character's background,
proficiencies or specialties, such as Riding skills.
COMBAT OPTIONS
Forced March
Core Rules reminder, see Overland Travel
Foraging Chances
Harsh
1 on d6
Normal
1-2 on d6
Fruitful
1-4 on d6
x2/3
x1
x0
(no movement)
ADVENTURING
Poison (Optional)
The GM may choose not to allow player characters to use
poisons in the campaign; it may be assumed that it is not
generally possible to envenom a weapon because the
poison will not readily adhere to a blade or because fresh
poison will become useless shortly after it is exposed to
air. However, if poison is allowed, here are suggestions:
The GM may consider using poisons that cause damage
instead of death. Or only allowing poisons of lesser
power, such as intoxication or slight damage.
See Save vs Die Poison in the Core Rules.
Some natural plants have saps or leaves that if boiled
could produce mild poison; however; such preparation is
not common knowledge.
Because of its dangers, poison may be declared illegal by
local or regional rulers. Warn players that, if they want
their characters to use poison they risk breaking laws, and
intelligent monsters may use them as well.
A character has a 1 in 20 (or higher) chance of exposing
himself to a poison whenever he applies it to a weapon or
otherwise readies it for use. This is because those
COMBAT OPTIONS
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15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Basic Fantasy Role-Playing Game Copyright 2006 Chris Gonnerman.
Combat Options:
Gonnerman