





This page lists out the rules that will be used during the campaign. The Basic Fantasy RPG rules provide the base rules set for interaction within the game, but the rules on this page clarify which optional rules will be used, and if any of the standard rules will be modified to meet the needs of the campaign.
- All characters will begin at level 1, as brand new characters.
- At level 1, characters do not roll for hit points. Instead, take the maximum number of points possible off of your character class' hit die. For example, if your character is a fighter, do not roll a d8. Instead, you start with 8 hit points, plus the CON modifier.
- The Figther Subclasses supplement will be used, and Barbarians, Rangers, and Paladins are valid character classes.
- The Assassins supplement will be used, and Assassin is a valid character class.
- The Secondary Skills supplement will be used.
- All Magic-Users begin play with Read Magic, plus two other first-level spells of the player's choice, in their spellbook.
- The game will use the Negative Hit Points rule from p. 134 of the BFRPG rulebook, except that death arrives at -, rather than -10.
- When items are found during play, the only way to determine if an item is magical or mundane in nature is to have someone cast the spell Detect Magic on the item. For weapons, armor, etc. that are magical, successful use of the Spellcraft skill will let the character know what the magical effect is. A character can also just use the item to determine what the effect is, but if the item is cursed the character will take the effect. Potions are usually labeled. If they are not, a Spellcraft skill check will be required to identify the potion. Magic-User spell scrolls can only be understood through use of the Read Magic spell, as all scrolls are written in a special magical script. Cleric spell scrolls can usually be understood by any cleric that can speak the language in which the scroll was written.
- Dice rolls for skill checks will be rolled by me as the GM whenever the character would not immediately know whether the skill check was successful or not. In other cases the player will make his own roll. Combat rolls will usually be made by the player whose character is attacking. The same with damage rolls. This may change if I come to believe that a player is cheating, but we will go with it for now.
- Languages will be dealt with in the following way: each demi-human race (elf, dwarf, goblin, gnoll, etc.) has its own language. Humans have a number of different languages that have been developed over the years, but there is a mashed-up version of the human language called the Common Tongue that is used by traders, mercenaries, and adventurers that travel around. This allows one to be understood by any other human, though some of the subtleties of the different languages are invariably lost in translation. Many elves, dwarves, and halflings are also familiar with the common tongue, especially those that deal with members of the other races. All characters begin the game speaking Common Tongue, as well as their native language. If a character has an INT bonus, they can select addtional languages that they know, one for each bonus point.