Page 14. Heal spell
"Heal 2D per spellcaster level to a single target or group (healing decided by caster) each day."
So if I have a level in Cleric and take Heal, a level in Spellcaster and take Heal, and a level in Enchanter which can use every spell, do I have 2D to heal with? Or do I have 2D as a Cleric, 2D as a Spellcaster, and 2D as an Enchanter, using each respective Skill score to cast it?
Page 65. Traps
Some traps have Unlimited usage. (Thinking specifically of the Needle/Razor trap here.) Does that mean they have unlimited ammunition as long as they're triggered?
Jumping
How far can a character jump? I can't seem to find basic jumping rules. I'm going with a DEX roll. 1 Space standing. 2 Spaces running. Fail the DEX and you get a STR check to grab the edge and pull yourself up. If you're a heavy race, like a centaur, you may not get a STR check at all.
Flesh and Blood gives rules for races that can jump really far, but nothing for just normal jumping. Not that I can find, at least.
Anyway, any input would be appreciated. Thanks!
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I'm not an authority but I've been running BareBones games since it came out.
Healing - if I had a player that used all his/her resources on the heal spell for cleric and spellcaster and uses heal for creating runes I'd a) let them do it because that is a lot of character choices spent on one thing, and b) be sure to give them opportunities to use it. They wouldn't have made the character that way if they didn't want to be the world's best healer so let them heal. They would be extremely focused so would need to rely on other player character for other skills.
Traps - unlimited is just that. Yes. You could always say the trap runs out of ammo if the players are sufficiently motivated to run it out. Or the ammo is magically created. Up to the GM.
Jumping - these and other things are what Attribute rolls are made for. Your suggestions of distance sound fine but I'd never make the characters roll unless there was some reason that something was making it difficult for them to jump. A speeding rolling ball of death chasing them across the wet slippery stone dungeon floor for instance.
My advice: never make players roll for something that would make their characters look stupid for failing especially if it is something reasonable that they should succeed in based on their skills and background. They have enough troubles and dangers to face without slipping on a rock in a stream and wrecking their spellbook etc. Yes I've seen that happen in a game and it wasn't fun.
That said this is a rules light game and much of everything is based on the circumstances the players find themselves in. With consistent GM judgement geared towards the play style of the group with fun as the end goal the rest will take care of itself.
I hope this is helpful.
What jasales said. :-)
I appreciate your input.
I was thinking the same thing about Healing. I just wanted someone to verify.
Traps - I didn't see a reason to limit the ammo, but I wanted to make sure there wasn't something I was missing there.
Jumping - In Soul's Reach, they have to make it over a pit. That's where the jumping question came from. And, like I said, Flesh & Blood have rules for some races jumping, but no baseline to work with.
I agree with your advice. Most rolls are self evident. Rolling ball of death, I agree. Jumping the stream, I can see it, but not ruining the spellbook in the process, even if they fall. In rules-heavy systems, everything has to make a save, which is fine, I suppose. I still think ruining a spellbook isn't fair play. If my spellbook got ruined, there better be a Rust Monster around the corner so we all are useless.
Your input was helpful, jasales. Thank you for taking the time.
I play this game constantly or one of it's derivative games. Every question helps me in designing my own D00Lite game Art of Wuxia. I am happy to help.
I love your rust monster comment! I'd feel the same.
Just figure Ability rolls when nothing else looks appropriate modified by difficulty.
Welcome to Bare Bones Fantasy! The press your luck aspect of attack vs defense vs mounting chance for critical failure is great at the table. While you can explain how to play this game in under 5 minutes, there are years of game play within this tiny book. Lots and lots of character options too! And since you have Flesh and Blood you have even more! I really enjoy using the initiative cards at the table. Makes things run faster since I can see who is next if I forget in the excitement.