Yes, Blood & Treasure Basic. For now – I might change the name.
I took the last week off of work, and in between hiking, grilling ribs and a much needed massage, I found time to write Blood & Treasure Basic, as well as finish up NOD 23 (should publish by Monday).
What is B&T-B?
Ultimately, it’s that project I mentioned a post or so back in which I pondered doing different editions of a basic game using different public domain artists. While I thought of that, a couple ideas for simplifying B&T came to mind, so I started making notes, and notes led to writing, and a week later I had a game …
B&T Basic is kind of the same game as B&T, but also kind of a different game. One could easily make the jump from one to the other, but Basic isn’t just B&T with a bunch of material chopped off.
B&T Basic has the six traditional ability scores, with just a +1 or -1 modifier for high or low scores.
It has humans, elves, dwarves and halflings, with some multi-classing and level limits.
It fighters, magic-users, clerics and thieves, with some sub-classes that work like the variant classes in B&T – barbarian, paladin, ranger, assassin, bard, druid and cultist (the chaotic version of the cleric). Levels go from one to six.
The cleric and magic-user have spells from level 1 to 3, with the fewer spells than in Blood & Treasure (of course).
It has the basic equipment lists, the basic rules for dungeoneering (light, movement, tasks, combat, how to draw a dungeon, wilderness travel, settlements), all as simple as I can make them.
For monsters, you get all the basic monster types, with stats based on size and examples of monsters to make them more interesting. Why? I thought it would make it easy for TK’s to invent new monsters if they could just label something a Medium Aberration to get their basic stats, and then drop in an AC, attacks and special abilities.
For treasures, I keep it simple so you get the coins, the gems, the objects and the magic items.
I wanted to get a couple new things in the game, so I came up with a retainers system and super simple encumbrance. Since the levels only go to six so there are no rules for strongholds. In exchange, I decided that sixth level characters get a retainer, or sidekick. I also decided to roll them randomly, since I love random stuff! The retainer is a 1st level comrade for the adventurer, with whom they share some experience points. Honestly – I have no idea how well this will work. Maybe they should be higher level? Maybe second?
Anyhow – here’s the table …
At this point, the game runs about 30 pages without art – I figure when I add a title page, contents, index, and illustrations it will be around 35 to 40 pages, so not too shabby.