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BF Combat Options Supplement r4

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BF Combat Options Supplement r4

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Combat Options

Release 4
Copyright © 2007-2018 Chris Gonnerman,
Luigi Castellani, and R. Kevin Smoot
All Rights Reserved
A Basic Fantasy RPG Supplement Distributed under the terms of the Open Game
License version 1.0a

Basic Fantasy Website: basicfantasy.org

INTRODUCTION
This supplement additional combat options for player and non-player characters for use with the Basic Fantasy Role-Playing
Game rules. If you do not already have a copy of the Basic Fantasy RPG rules, please visit the website and download a copy.

Using These Rules specialist is involved in a battle, count Initiative down twice,
once for “first” attacks and again for “second” attacks.
Below are defined various optional combat rules. The Game
Master must choose which, if any, of these rules apply in his Combat Bonuses (Attack /
or her game. Rank Damage) Attacks per Round
1 +1 / +0 1/1
In order to make these options easier to use, each optional
rule has a checkbox beside it. The GM may wish to print a 2 +1 / +1 1/1
copy of this supplement and mark the checkboxes for the 3 +2 / +1 3/2
rules he or she has chosen. 4 +2 / +2 3/2
5 +3 / +2 2/1
Weapon Specialization ☐ 6 +3 / +3 2/1
Under this rule, the player of a Fighter may choose a weapon Some GMs do not like the 3/2 rate, as it does involve
in which the character is especially skilled. Specialization keeping track of even and odd rounds. In such a case, the
only applies to "true" Fighters, and not to any subclasses GM may either choose to use 1/1 for both ranks, or 1/1 for
thereof which may appear in other supplements, unless rank 3 and 2/1 for rank 4.
otherwise noted.
At first level, the player applies one rank of specialization to Shield Specialist ☐
the chosen weapon. This choice must be quite specific; for A fighter character may spend a specialization rank to
instance, a specialization in the longsword will give no specialize with shields.
bonuses when using a shortsword.
If the Game Master utilizes other non-standard shield types
Every third level after first (that is, 4 th, 7th, 10th, etc.) the (see the Armor & Shield Supplement) then the character
player applies another rank of specialization. Each new rank must acquire specialization in each such type.
may be applied to an existing specialization, or to a new
specialization. A shield specialist receives an additional +1 bonus to AC
while wielding the shield.
For instance, at first level Darion's player assigns a rank to
longsword. Darion gains a bonus of +1 on attack rolls when Armor Specialist ☐
using a longsword. At 4th level, the player may assign the
new rank to longsword, giving a bonus of +1 on attack rolls A fighter character may spend a specialization rank to
and +1 on damage; or, the rank may be applied to a new consider a type of armor of his choice one step lighter in
weapon, such as the longbow, in which case both weapons regards of movement rates.
have +1 on attack rolls but no bonus to damage. A fighter can only apply one rank of specialization to each
As indicated in the Attacks Per Round column, at higher type of armor.
ranks of specialization the Fighter is allowed to attack more
than one time per round. 3/2 means that the character may Critical Hits ☐
attack three time in every two rounds, once in the odd- A natural 20 on the attack die roll results in a threat. Roll
numbered round and twice in the even-numbered round. At again -- if the player hits on the second roll (a normal hit, not
2/1 the Fighter is allowed to attack with the specialized just another natural 20), a critical hit is scored and double
weapon two times per round. Additional attacks always damage is done. However, if the only way the character can
come after all other attacks are resolved; that is, the Fighter hit is to roll a natural 20, critical hits are not scored.
attacks once on his or her Initiative number, then again after
all “first” attacks are done. If more than one weapon

1
A BASIC FANTASY SUPPLEMENT COMBAT OPTIONS

Fumbles ☐ Defending ☐
A natural 1 on the attack die roll may result in a fumble; if The application of Armor Class assumes that the character
this occurs, the player must roll a save vs. Death Ray with tries to avoid each incoming attack, while still making
Dexterity applied. If the save is failed, the character has attacks himself. However, there will be occasions when the
fumbled. character just wants to avoid being hit. The player must
declare that the character is defending. This can be done
The effects of a fumble vary based on the type of weapon.
regardless of Initiative, and is therefore a good choice when
For hand-held weapons, the weapon is dropped; use the
fighting unarmored and the Initiative is lost.
grenade-like weapons table, to determine where, considering
the wielder as if he or she were the "target" in the table. If The defending character applies a bonus of +4 to AC. If the
the character binds his weapon to his hand (so he cannot character is holding/using a specialized weapon, he or she
drop it), then the fumble leads to the character suffering may add the specialization "to hit" bonus to AC to reflect the
damage equal to the weapon's normal attack die (without additional parrying skill. Also, magic weapons usually
Strength, magic, or other bonuses). For bows, a broken confer the bonus to the AC of the defending character (as
bowstring is the usual result; for crossbows, a fumble leads described under Two-Weapon Combat, above).
to a jammed mechanism requiring 2d10 rounds to clear.
The GM is encouraged to make up alternate fumble results Alternative Staff Combat ☐
when appropriate to the circumstances, using these Staves must generally be wielded with two hands, though a
suggestions as a guideline. walking staff can be used in one hand, doing damage as a
club if so used. A character using a staff of any kind with
Two Weapon Combat ☐ both hands may perform a normal attack, and still use the
weapon to parry any single melee attack; this grants the
This rule allows a character to use a weapon in each hand.
wielder a +1 to AC vs. that attack, in much the same way as
The weapon in the primary hand suffers a penalty of -2 to
a shield would. Or, the staff may be used as a shield against
hit, while the weapon in the off-hand is used at a -5 penalty
any number of melee attackers, granting a bonus of +1 to
normally. Subtract from this penalty the character's
AC, but in this case the wielder may make no attacks of his
Dexterity bonus, with a minimum penalty of +0 (so a
or her own; this is often combined with the Defending rule,
character with 18 Dexterity does not get a +1 bonus to hit
above. When used as a defensive item, apply magical
this way). The primary weapon must, obviously, be one-
bonuses as explained in Two Weapon Combat, above.
handed, and the secondary must be a dagger, handaxe, or
similar very small weapon. Alternately, the wielder may choose to make two attacks in
any given round, treating the staff as if it were two clubs.
The off-handed weapon normally does not get multiple
The penalties given under Two Weapon Combat, above, are
attacks, even if allowed by specialization. Like a monster
applied when the staff is used in this way, and the weapon
using an attack routine (claw-claw-bite) the off-handed
may not be used to parry in this situation. The two attacks
weapon attacks at the same time as the primary weapon.
are separated by one Initiative number; i.e., a wielder who
Note: Off-handed weapon attacks (with no primary hand has rolled a 4 for Initiative attacks once on 4, and again on 3.
attack) are at -3 penalty, with the Dexterity bonus subtracted
as above. Unarmored Combat ☐
As an option, a character using two-weapon combat may Characters who, for whatever reason, engage in combat
choose to use the off-handed weapon as a defensive item while wearing no armor whatsoever have a base Armor
similar to a shield. This must be declared at the start of the Class of 11, plus Dexterity bonus, plus the character's
round. normal Attack Bonus. Use of a shield is allowed (to those
characters who may use shields normally), as are magical
In this case, no special penalty is applied to the primary protection items which are not otherwise properly armor
weapon, and the off-handed weapon adds +1 to the wielder's (such as rings or cloaks of protection). This improved base
AC value against a single melee attacker per round. Armor Class only applies to opponents the character is
If the weapon has a magic weapon bonus, it may be applied, aware of and whose location is at least approximately
but only the base bonus for those weapons with multiple known, as it is not possible to defend effectively against
values. attackers you do not know about. This is sometimes called
the "Swashbuckler Option."
If the character using two weapons at once has a
specialization bonus with the off-hand weapon he is using to
defend, add the specialization AB modifier as well to the
character's AC.

2
COMBAT OPTIONS A BASIC FANTASY SUPPLEMENT

Mounted Combat ☐ When a jouster is hit by his opponent he must make a save
versus Death Ray with Strength bonus applied or else be
When a combatant is mounted, the rider's Initiative roll is
unhorsed and land prone upon the ground, suffering 1d6
used for both rider and mount, as the rider is the one guiding
points of damage just as given above. Each full 5 points of
the mount's movements. Thus, all attacks by rider and
damage dealt applies a -1 penalty to the save. If the save is
mount are effectively simultaneous and generally must all be
failed by 5 or more points, then the unhorsed individual is
against the same target. Some exotic mounts may vary from
also stunned for 1d3 rounds, suffering a penalty of -2 to AC
this rule at the GM's option, especially if the mount is
and a -2 penalty to AB for the duration. If save is failed by
unusually fast or slow. For example, a zombie steed still
10 or more the combatant is knocked out completely for 2d4
moves and attacks last in the round regardless of the rider's
rounds.
Initiative roll.
Jousting with deliberately blunted lances (as is often done in
When charging, only one of the rider or mount receives the
tournaments) results in subdual damage, but all other effects
charging bonus, and the other of the pair does not attack that
above still apply. Damage from being unhorsed will still be
turn. Note that normal steeds (horses) do not generally have
normal damage, for instance.
attacks which benefit from a charging movement. To
receive the benefits of charging, the rider must have proper
riding equipment, i.e. a saddle with stirrups. Shield Bash ☐
A character may use a shield as a weapon rather than as a
The mount must be trained for mounted combat in order to
defensive item. Such an attack is a normal melee attack and
coordinate attacks with rider. Otherwise, only the rider may
does 1d4 points of subdual damage, plus Strength modifier if
attack, and does so at a -2 penalty to AB. Mounts having
any. Shield specialists receive a +1 bonus to damage. If the
near human Intelligence (or better) are automatically
shield is magical, its normal bonuses may be applied to both
considered trained for combat.
the attack and damage roll.
A mount is generally large enough compared to the rider to
Naturally, the character loses all the AC benefits of the
allow the rider to “set against charge” when using an
shield (including those for magic and specialization) until
appropriate weapon. The rider and mount must remain
the beginning of the next round after attempting a shield
stationary and the rider must have a proper saddle with
bash. Penalties normally applied for an off-handed weapon
stirrups to do this.
do not apply, as shields are made to be carried and employed
Nearly all rider and mount combinations are considered in that way.
large for purposes of fighting against small humanoids like
Halflings, who may have special bonuses against such Light Weapons ☐
combatants.
A fighter or thief character with a light weapon may choose
Unless otherwise specified by the attacker, all attacks are to use his or her Dexterity modifier instead of Strength on
assumed to be directed against the rider rather than the attack rolls. Regardless of which bonus applies to attack
mount. An attack that misses the rider by 1 to 2 points, but rolls, the Strength modifier is always used to modify damage
which would hit the mount's AC, is applied against the rolls. When using this rule, the short sword can be used to
mount instead. represent rapiers, sabers or any other fencing-type sword.
An untrained mount that takes damage must roll a Morale Light weapons from the Core Rules include: hand axe,
check, and will generally attempt to flee immediately if the daggers, short sword (and variants), and warhammer (or
check fails (regardless of Initiative). The rider must save vs. throwing hammer).
Death Ray with Dexterity bonus applied or be thrown from
the steed's back. A thrown rider suffers 1d6 points of falling Called Shots ☐
damage, is prone, and cannot make any further action until
Called shots are all those kind of attacks that are not
the next round. A rider who retains his or her seat will
performed with the intent of simply dealing damage but
regain control 1d4 rounds after the mount is out of sight of
rather to achieve “special effects” like tripping, disarming,
the attacker. The GM must rule if magic or other means is
or otherwise subduing the target.
used to regain control. Also note, even trained mounts
subjected to magical fear will respond in this way. The character executing a called shot makes a normal attack
roll with a -4 penalty on the roll.
Jousting: A joust is simply a situation in which two riders
charge at each other with lances. All the standard rules Called shots may be resisted with a saving throw of some
apply to such attacks, except that the AC penalty for kind; when in doubt, the GM should consider either
charging does not apply to their attacks against each other Paralyzation or Death Ray. If the attacker is a weapon
(but the penalty does apply to attacks made by bystanders). specialist, apply the specialist's damage bonus as a penalty
on this saving throw.

3
A BASIC FANTASY SUPPLEMENT COMBAT OPTIONS

Here are some samples of called shots: Trip: The character tries to hook and pull down a
foe instead of inflicting damage. On a successful
Disarm: The character chooses to inflict no
hit, the victim must make a save vs. Paralyzation or
damage and simply disarm the enemy; the target is
fall to the ground. Standing up again is equivalent
permitted to save vs. Paralyzation to hang on to his
to a full move.
or her weapon.

4
COMBAT OPTIONS A BASIC FANTASY SUPPLEMENT

Open Game License


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conditions may be applied to any Open Game Content distributed using this License. Combat Options: A Basic Fantasy Supplement Copyright © 2007-2018 Chris Gonnerman,
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