Tutorial Video #1
BareBones Fantasy RPG
Thanks to +Bryan Meadows +Charles W +Mark Hassman for recording our first BBF On-Air Tutorial where we play a short encounter covering the following topics.
o Multi-Actions
o INIT
o Resistance Checks
o DR
o House Rules
o Repel, Offensive Strike, Dispel
No DP awarded, we didn't play a full game session.
Some fun sayings:
"My leader is weak but my cleric is strong"
Leader battle cry, DOH!
Lighting bolt catching shack on fire, the caster says, "Ya, that was me" (it wasn't)
...and much more
BBF Revised November 15, 2012
Page 7 under 8 Fine Details
"Weapon Damage is determined by weapon type. For each 5 points of STR above 55 gain +1 to melee damage (62 STR causes +1 damage, for instance)."
Shouldn't a 62 STR cause +2 damage? Because of rounding in favor of character.
For each full 5 points of STR you gain +1 to damage with melee weapons. In this case you do not round in favor of the character.
Score Bonus_Damage
55 +0
60 +1
65 +2
70 +3
75 +4
80 +5
85 +6
90 +7
95 +8
100 +9
105 +10
and so on.
The rules say that if you are resisting an ongoing effect, if you fail your roll you can try again on your next turn.
So you cannot take multiple action penalties to try and resist ongoing effects again in the same turn. Is that correct?
Correct, according to the rule as written.
In the Getting Healed section of the Game Guidelines chapter, the core book notes that characters that receive prompt care after battle can immediately recover up to 5 BP. However, none of the Skill descriptions includes "healing" or "first aid" as an attribute. Is it safe to assume that as long as the characters are not in peril or captivity at the end of combat, that they can perform this basic wound treatment for each other without checks?
We generally rule that everyone is, including the wounded character himself.
There are really two questions here:
1. Is initiative rolled once per encounter, or once per round? The text in the Initiative section of Game Guidelines implies that it is only rolled once, at the beginning of turn-based actions, but is not explicitly stated either way.»Read more
Initiative is rolled at the beginning of each turn/round. The Battle Commander aspects (tactics, assault, inspire) are in effect until the turn ends.
At the beginning of the next turn, before initiative is rolled, the Leader may make a skill check and if successful choose which aspect is in effect on this turn. Thus each turn he chooses which is in effect.