Skeleton of Referee Section for Basic Fantasy RPG

Building on the previous post regarding skeleton rules for RPG, here is additional details.


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Additional Equipment

Table 1: Armor
Armor City Rural Base AC
Leather, Armor 25 sp 50 sp 12
Chain, Armor 100 sp - 14
Plate, Armror 1000 sp - 16
Helmet 25 sp 50 sp special
Shield 10 sp 25 sp +1

 

Table 2: Melee Weapons
Melee Weapons City Rural Notes
Light 10 sp 10 sp -
Improvised - - -1 damage
Medium 20 sp 50 sp -
Two-Handed 50 sp - -

  ‡ - Medium Range -2 to hit; Long Range -4 to hit

Table 3: Missile Weapons
Missile Weapons City Rural Range ‡ Notes
Bow 25 sp 25 sp 50/300/450 -
Crossbow 30 sp - 50/200/600 -
Improvised - - 10/20/30 -1 damage
Ammunition (20) 5 sp 5 sp -

Encounters

  • Establish Encounter Distance (2d6x10 ft) (if applicable)
  • Check Surprise (2 in 6) (if applicable)
  • Check Reaction (2d6)
  • Check Morale (2d6)
  • Players may declare intent (+1 to initiative)
  • Referee declares intent
  • Remaining players declare intent (-1 to initiative)
  • Roll Initiative (1d6 for each side in the conflict)
  • Resolve Magic
  • Resolve Missile
  • Resolve Move
  • Resolve Melee
  • Go to Check Morale.

Check Reaction

Table 4: Check Reaction
2d6 The encountered creatures are...
2 Hostile
3-5 Unfavorable
6-8 Indifferent
9-11 Favorable / Talkative
12 Helpful

If you have a chance to parlay, you may add your Charisma modifier.

Check Morale

Player characters need never make morale checks. For all other intelligent creatures (including retainers and hirelings), morale checks are made if any of the following occurred in the round:

  • Opposition is first encountered
  • Half of the allies are incapacitated
  • Leader is incapacitated
  • Exposed to powerful fear affects (e.g. dragon fear)

Hirelings

Offering

Add your Charisma modifier to the roll.

Table 5: Offer to Potential Hireling
3d6 Result
3-4 Refuse with Malice
5-8 Refuse
9-12 Uncertain
13-16 Accepts offer
17-18 Enthusiastic (loyalty roll +3)

Initial Loyalty

Add your Charisma modifier to the roll

Table 6: Initial Hireling Loyalty
3d6 Morale Modifier
3 2
4 3
5 4
6 5
7-8 6
9-12 7
13-14 8
15 9
16 10
17 11
18 12

Over the course of play, a retainers morale score may increase or decrease based on treatment.

Checking Hireling Morale

Roll 2d6 and compare to loyalty of the retainer; If it is higher, then the retainer leaves.

When to roll:

  • Returning from perilous environs to relative safety of civilization
  • Exposure to a perilous situation
  • When the hiring character is incapacitated
  • When orders are given from the non-hiring character
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