Bandits and Barbarians - intro and chargen.
Bandits and Barbarians (or BaB) is supposed to be a relatively simple, fun fantasy game. It uses only six-sided dice so any references to dice won't specify what kind - they're always D6.
Let's jump straight into it:
Characters:
Characters are created by rolling 2d6 for each of the three Characteristics: Body (B), Agility (A) and Mind (M). If you roll really poorly, whine pathetically at the GM until he lets you reroll.
- Body: Your character's strength and brawn.
- Agility: Your character's quickness and general motor skills.
- Mind: Your character's determination and mental abilities.
Optional: If you don't like the arbitrariness of the GM deciding whether or not you get to reroll, you can use the following system instead: If the three Characteristics total 20 or less, then roll 1D6 and add the result to the lowest Characteristic. Repeat this procedure until your characteristics add up to 21 or greater.
Now distribute 18 points among your Skills. There are seven skills: Combat (Com), Thievery (Thi), Wilderness (Wil), Knowledge (Kno), Influence (Inf), Trade (Tra) and Magic (Mag). All Skills start with a rating of 2 with the exception of Magic, which starts at 1. You may not start with a Skill rated higher than 8.
Specializations: For each skill rated 4 or higher, you get to select a Specialization, an aspect of that Skill at which you are especially proficient. You get a better chance of success, when you make a check related to your Specialization.
- Combat: Skill in fighting with weapons or unarmed. Typically possessed by warriors, thugs and football hooligans. Suggested Specializations: Fencing, Bludgeons, Brawling, Archery, Wrestling, In bars.
- Thievery: Covers training in illicit activities of a physical nature. Characters with this skill may move quietly, hide in shadows and pick locks and such. Typically possessed by somewhat dubious characters. Suggested Specializations: Lockpicking, Pursesnatching, Stalking, Climbing, Shadowing.
- Wilderness: The skill of surviving in the wild. Covers such abilities as tracking, hunting, foraging and finding shelter. Typically possessed by druids, rangers, barbarians and boy/girl scouts. Suggested Specializations: Tracking, Trapping, Hunting, Forests, Mountains, Arctic.
- Knowledge: Learning and academia. This is the character's general amount of academic knowledge. Characters with Kno of 5+ may be assumed to be literate. Characters with Kno 6+ may know one extra language for each point by which their Kno exceeds 5. Typically possessed by clergy, sages, magicians and wizened old men with treasure maps. Suggested Specializations: Treasures, Legendary Monsters, History, Religion, Astrology.
- Influence: The ability to communicate well with others and influencing people non-violently. Typically possessed by conmen, clergy, loveable rogues and innkeepers. Suggested Specializations: Bluffing, Lying, Persuasion, Oratory, Negotiation.
- Trade: A character's proficiency at non-adventuring pursuits such as farming, blacksmithing, carpentry, sewing or masonry. Typically possessed by virtually everyone. Suggested specializations: butcher, wickerworker, thatcher, innkeeper.
- Magic: The skill of manipulating arcane forces. Described in greater (although not much greater) detail in the chapter on... you guessed it: Magic! Typically possessed by magicians (duh!). Suggested Specializations: A specific Spell, a particular type of target, long rituals.
You get three Bonus Points. Each BP can increase a Characteristic by one or give you two extra Skill Points or (with the GM's permission) grant you a Special Ability or advantage of some kind.
Calculate Figured Characteristics:
Life Points (LP)=6+BodyX2
Stamina Points (SP)=3+Body
Base Damage Dice (BDD)=1+(Body/3), round down.
Magic Points (MP)=6+MindX2
Dodge Roll (DR)=1+(Agility/2), round up.
Initiative Dice (ID)=1+(Agility/3), round down.
Magic Effect Dice (MED)=1+(Mind/3), round down.
Each character starts play with 1d6+1 "Things". A "Thing" can be a weapon, a rope, a backpack, a set of Thieves' tools, a light armor etc. The GM may allow PC's to start with a more valuable item such as a riding horse, a mail armor or a cart at the cost of two "Things" or an even more valuable item such as a warhorse or a plate armor at the cost of three "Things"
Lastly each player should come up with a name for his character, a brief description and a good (or at least amusing) reason for him to go adventuring.
That's it. You're done.
What does relatively simple
What does relatively simple mean?
I think you may have too many skills. Trade and Influence could easily be under one skill like 'Social' or something. Also could wilderness not be a specialisation of knowledge. I have never been a great fan of formulas in games for abilities, so I would personally change the way you are calculating magic dice etc., though you may have arrived at those numbers for a reason.
I don't fully understand the purpose of bonus points, on top of the random roll to determine characteristic and the points to spend on skills. Couldn't you just make the characteristic system non-random and give them some extra points?
Can players keep back some of their 'Things' for use during play? This would seem like a good way for the party to produce gear appropriate to a situation by retconing it in.
Cheers
Iain
Relatively simple
Relatively simple means simple but not entirely bereft of complex bits.
The skills are essentially classes/archetypes
Combat=Warrior
Thievery=Thief
Wilderness=Ranger
Knowledge=Sage/Academic
Influence=Trickster/Diplomat
Trade=Artisan/generic non-adventurer
Magic=Wizard
I honestly don't think seven skills are too many.
Wilderness covers abilities commonly possessed by tribesmen and people living outside civilization where Knowledge covers abilities possessed by academics and monks - fairly different sorts of people.
Trade has nothing to do with social ability but with practical pursuits such as farming, blacksmithing or sewing, so merging it with Influence would make no sense.
Thanks
Thanks for the game. I've added it to my collection of pdf rpgs. I like the simple system and the fantasy setting. Good work.
You made my sig
That is, if you don't mind.
gauntlet
"If you roll really poorly, whine pathetically at the GM until he lets you reroll." -- Cowboy
A bit too much for me...
I really like some aspects of your system. Your solution to randomly rolled attributes (the one about "if it's lower then 20") is very clever.
I also like your system for specializations, very clever.
However, the framework seems too large. What with first randomly rolling, then distributing 18 points, then distributing 3 points, one is doing too much. There seems to little synthesis among these elements.
Also, although this objection is more of a personal preference then anything, the figured Characteristics seem a bit too hard to get a handle on as far as determining how to get the best value among your various stats.
~junair wiare
Thanks for the comment. I
Thanks for the comment.
I considered making the number of skill points random but found it simpler and easier to use a flat value. I'm also still considering making the characteristics non-random as I haven't really solved the randomness problem - the solution I've got only adresses very poor rolls. Somebody might roll really well on all three characteristics and get a character who's better than everyone else at everything. But the advantage of randomness is that you don't need to have an idea of what you want to play before you start creating a character.
I have thought of a different solution but that wouldn't work well with the rest of this system so I can't use it here.
I should probably write under the descriptions of the characteristics what they're good for, specifically, to make the figured characteristics more transparent.
I don't really find the skill points and bonus points problematic myself - it's basically White Wolf's system only much, much simpler. Especially since characteristics and skills don't interact.
Cheers,
Cowboy.

I like it
I'm looking forward to seeing the resolution system.
I have a couple of ideas to throw out:
Instead of 3 bonus points, give a variable number of points based on the total of the character's BAM. The higher the total, the lower the number of points.
Let BP be spent to get more "things"
Make Skill points a fourth rolled stat. Alternatively, make the number of skills available be based on (or equal to) Mind.
A little iffier: make starting number of items a 4th or 5th rolled stat. Alternatively, make social standing or wealth or something like that a 4th or 5th stat and make starting item based on (or equal to) that score.
Another iffy one (especially since we don't know much about how armor, weapons and the economy work yet): have the players roll for some type of starting equipment with bonuses based on skills and/or extra "things" spent. So for example they might roll 2d6 + Combat + "things" to see what weapon they have. lesser weapons would be low on the list, better weapons higher and really good weapons would require a roll over 12.