Basic B&B


There are six classes: Cleric, Fighter, Monk, Ranger, Thief, and Wizard.

Cleric

Clerics can heal wounds and are protected by divine influence.
Clerics can heal a number of hp equal to their level as a full-round action.
The Cleric must be adjacent to the patient and both must sit still for a full round.
Cleric level is added to Defense and Defiance.
Clerics get 8hp per level.
They can use their powers while wearing armor.

Fighter

Fighters can use any weapon and wear any armor.
Fighter level is added to Offense.
Fighters get 10hp per level.

Monk

Monks are experts in unarmed combat.
Monk level is added to Offense when the character is unarmed and unarmored.
Monk level is added to Defense, Defiance, and Speed when as the character is unarmored.
Monks get 6hp per level.

Ranger

Rangers are outdoorsmen.
Ranger level is added to any roll involving nature (survival, tracking, plants, animals, etc).
Rangers get 8hp per level.

Thief

Thieves are experts at sneakin'.
Thief level is added to any roll involving stealth, deception, or burglary.
Thief level is added to Offense for surprise attacks.
Thieves get 6hp per level.

Wizard

Wizards are masters of arcane magics.
Wizards can can two spells per round.
Casting spells is a full-round action.
Wizards cannot cast spells in armor.
Wizard level is added to Defiance.
Fireball attacks a target at range with an Offense equal to the Wizard level.
Shield adds the Wizard level to Defense.
Dispel adds the Wizard level to Defiance.
Teleport moves the Wizard a number of spaces equal to the Wizard level.
Wizards get 4hp per level.


Combat Values

Characters have a number of combat values based on their levels in each class and their equipment.

Speed determines rate of movement and who goes first. It is equal to Monk + 6.

Offense determines the chance to do damage. It is equal to Fighter + Weapon if the character has a weapon. If unarmed, offense is equal to Fighter + Monk. If using a spell, Offense is equal to Wizard.

Defense is resistance to physical attacks. It is equal to Cleric + Armor if the character has armor, Cleric + Monk if unarmored, Cleric + Monk + Wizard if using the Shield spell.

Defiance is resistance to magical attacks. It is equal to Cleric + Monk + Wizard. If using the Dispel spell, Wizard level is added again.

Hit points (hp) is equal to (Cleric * 8) + (Fighter * 10) + (Monk * 6) + (Ranger * 8) + (Thief * 6) + (Wizard * 4)


Gear

Weapons
Weapon Offense
Missile 6
One-handed melee 8
Two-handed melee 10

Armor
Armor Defense
Leather 2
Mail 4
Plate 6


Action

Whenever the player wants to do something, he rolls 1d20 or 3d6 (player's choice) and adds the appropriate number. For fighting, this would be Offense. For sneaking, it would be Thief.

Characters get two actions per round. A character could move twice, move and attack, attack and move, or perform a full round action like clerical healing or wizard magic.

Physical attacks: The player rolls his Offense and subtracts the target's Defense. If the number is greater than zero, the victim takes that many hit points.

Magical attacks: The player rolls his Offense and subtracts the target's Defiance. If the number is greater than zero, the victim takes that many hit points.

When hit points fall to zero, the victim is totally fucking dead.


copyright 2005 by Joshua Morris