Basic Fantasy RPG
4th EditionBest For
Groups who want straightforward fantasy dungeon expeditions with lethal combat and careful management of supplies.
Core Mechanic
Roll d20 plus attack and ability modifiers to meet or beat ascending Armor Class. Saving throws use d20 against targets determined by class and level.
Attacks and saving throws use straightforward d20 target numbers. Players then learn how carrying supplies and preparing spells shape an expedition.
- Free to tryFull core rulesLegally free as an SRD, PDF, or official web rules
- Get it nowAvailable nowFree to download or read online
- ✓IndexFind any rule by page number
- ✓GM guidanceA chapter on how to run the game
- ✓Examples of playRules shown in action at the table
- ✓Quick referenceCheat sheet or summary tables
- ✓Cross-referencesRules point to each other by page
5 of 5 book tools found in the core book
Highlights
Separate race and class choices allow elves to combine spellcasting with fighting or thieving. Encounter reactions and morale let negotiation or retreat resolve threats without fighting to the death. Dungeon stocking and wilderness encounter tables help the GM prepare expeditions.
Considerations
Characters normally die at zero hit points unless the GM adopts an optional survival rule. Racial ability requirements and class restrictions limit character combinations. Casting can be interrupted by an attack on the same initiative count even if it misses.
Third-Party Publishing
Core rules text, maps, floorplans, diagrams, charts, and forms may be redistributed and adapted under CC BY-SA 4.0; most artwork is excluded.
Attribution and ShareAlike conditions apply. Trademark rights and official endorsement are not granted by the license.
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