Incarna Basic DnD (iBase)

A revisit of Basic DnD (and it lineage of Expert, etc.) based on Incarna principles. It is assumed that readers have a familiarity with the DnD Basic rules. Don’t think too much. Don’t be overly critical or overthink the way that encounters resolve and play out. The simulation/representation ideas are very simplistic and crude compared to other games that would come later, all built on the back of dungeons and dragons.

** Do not confuse the commentary of its simplicity herein as a critique of it. It is simply a system with less options to express role playing ideas and creativity. It is still enjoyable and even preferable to some people this day. These materials exist because that is true! **

iBase Focus

  1. Gritty Realism (with some emphasis on quality)
  2. A greater active combat dynamic
  3. A more unified simplicity for resolving outcomes

Editors Note: Basic DnD never made a show of deep explanations or correlation to underlying roleplaying or creative expressions built in – that was for the theater of the mind to handle. It was balanced and played using few and simple mechanics that had little room for interpretation or variance. There were aspects of it that were intended to represent (not simulate directly) certain things, but on the surface appeared very crude that sometimes didn’t even seem to make sense. A careful analysis of it will reveal that it does make sense, however. There published articles by the game creators and designers filled in many gaps, but the point was to provide a streamlined system that could take high fantasy and present a means of resolving the outcomes in a fun and easy way. It is recommended that you track them down and read those articles and the history of the DnD Basic legacy to better appreciate it. The spirit of that and with the intent of advocating for slightly more gritty realism (as if it really was not brutal enough!), these “adventuring guidelines” inject the Incarna approach into gaming without interrupting the simple flow and mechanics that DnD Basic represents.

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Kelly Berger


Converting Characters: The DnD Basic rules are too different in design to be “converting” or moving characters easily back and forth between scenarios built for other game systems. There too much lost in nerfing a character into an iBase compatible format to officially present a method to trim that into something compatible. There are hard choices on many nuances with any modern gaming system that simply cannot and do not exist in the approach an design iBase is based around. It is not recommended to do this. To experience the iBase version, simply make DnD Basic characters and modify them according to the Incarna iBase standards.

Play Materials: Because there are so few rules and design approaches for DnD Basic, the materials will be covered in just a few pages. There will not be extensive integration with the online materials because there is so little direct overlap.

  • Mirrored/Inverted Values: Typically a d6 scale is used with 1-2 (a lower value) being the success (as opposed to a higher value on the d20 scale being more successful). It is easier to notate an inverted scale. i.e. If an item or power adds “+1” to kicking down a door (1-2 on a d6), the bonus actually subtracts from the roll. Notation in iBase will use an inverted approach for easy ready. Example: Searching an area reveals something on a 5-6 instead of 1-2.
  • [i] INFORMATION NOTATION: The “[i]” Indicates information about an action that can be taken using a specific check. The specific notation is as follows: 1) Activity; 2) Check type; 3) Modifier; 4) Min. Result; 5) (Outcome). EXAMPLE: “[i] Search (d6 + Int/3+); You find 3 survivors [$15sc reward each for freeing them]”
  • Use squares, not hexes. Its easier to use squares given the details of what limited tactical representations there are.

Steel Realms Emphasis
The materials reflecting the high fantasy of Basic DnD are built using the campaign setting of the Steel Realms as a base.
Value of Goods/Services is based around the Cost Portion of 200 silver crowns (silver pieces/sp); This will replace the prices set forth in the DnD Basic guide(s), but is not required.

Items – High Quality vs. Magic
When interpreting materials using iBase, the lower prevalence/higher mystery factor of mystical (magical) items should convert must of the plus items from Magical to High Quality. An item such as “Leather Armor +1” should be read a a high quality item, not magical, unless it has A) Additional properties beyond the ‘plus’, or B) The GM simply determines it to be magical as it is. High Quality items can be broken, magic items cannot. If a High Quality item is noted as being broken, it loses one of its plusses – i.e. a +1 Item becomes a normal item. It cannot be repaired. If a normal item is broken, it cannot be repaired and is useless.

Attunement
Attunement is required for all magic items to be able to employ their properties. Attunement requires the character to purposefully use the item. Swords must be wielded, armor worn. The item is “claimed” by the character and bound to them until they are separated for a week or the owner dies. They cannot ‘loan’ magic items and pass them around inside a party. One character can bequeath the item to another but it takes a full day before the new owner can Attune it.

Campaign Elements
No Campaign Element is automatic or equal between regions and locales. It is up to the Game Master if they wish to use any specific one, and can be replaced using an appropriate amount of monetary value to gain access to all it represents.

Party Reputation
Reputation is something that is mostly related to the Adventure Locale. PCs can track the reputation they receive in each as a Campaign Element if so desired. Reputation is mostly intangible, but can influence several things using a modifier for how easy it is to access rumors and information, hiring retainers, and access to goods and services.

Disastrous -2 | Dire -1 Negative| Neutral |Positive Considerable +1 | Extraordinary +2


Character Adventuring Guide for iBase in the Steel Realms

These are elements common to all characters, applicable to Players and Game Masters alike.

Attributes

Intelligence: The modifier also designates the # Loyal Retainers that do not run as a result of Morale Failure as long as the Party Reputation is positive.

Classes

Elf

Elves of the Steel Realms are mysterious, slight, and have an alien countenance and aesthetic.

  • Armor: Elves may not wear plate armor.
  • Charisma: Elves may only recruit half the normal number of non-elven retainers.

Fighter

Halflings

  • Affable @1st: When attempting to discover rumors, they can uncover 1 more.
  • Basic Combat Perceptions @1st: When firing into melee at short range, they will not hit allies.

Thief

  • Affable @1st: When attempting to discover rumors, they can uncover 1 more.
  • Basic Combat Perceptions @2nd: When firing into melee at any range, they will not hit allies.

Combat

COMBAT Surprise (d6; 1-2), Initiative (d6 + Dex), Morale (2d6), Movement, Attacks; Surrender/Retreat (if possible)
Attacks (d20; 20 – AC of target) @ Initiative in order of 1} Missile Wpn 2} Spells 3} Melee Wpn

  • Initiative rank ties are resolved in combat order of execution as normal, and then by highest Dexterity.
  • Precision and spreading effects out over areas is done using full measures, not half. i.e. A flask of oil is meant to cover a single target, you cannot have it hit in between two targets and then both be lit on fire. Game Master could allow such, but each would suffer only a half effect. Saving throws may get a +4.
  • Firing into combat risks hitting allies. If they miss when firing into a mixed group of allies and enemies, they must make a [i] Search (d6 + Int/5+); You do not hit a nearby ally
  • Extraordinary Results/Critical/Natural “20” results should have a non-damage effect. An extraordinary ATTACK result will destroy a target’s shield, and then armor if they have none.
  • Disastrous Results/Fumble/Natural “1” results should have a non-damage effect. A Disastrous ATTACK result will drops items in all hands and the weapon being used is broken.
  • Surrendering can take multiple forms. A standard ransom of the [Cost Portion]/10 *Character Level can be used (or whatever they can negotiate).
    • Go Your Way: Just the ransom is paid immediately; “Go your way, we may meet again and things might turn out different!”
    • Never Return: The ransom is paid immediately, any non magical weapons and armor are taken. “Go your way and do not return. You will be killed if you return.” Surrender to the same group is not possible in the future.

Resting and Wounds

Death Wounds: A character taking damage that drops them below 1 permanently takes a death wound. Unless they can be healed to 1 or higher before the end of the round, they will die. They are considered Wounded and cannot heal more than their Constitution modifier (min 1) for each rest until they regain all their HP.

Resting (24 hours full rest) can be done roughly (in the field – Bad Rest; -1 on Rest checks) or comfortably (in a bed with good food and care – Good Rest; +1 on Rest checks). It is assumed all settlements of any size have access to Basic Medical Facilities (neutral; no modifier on Rest checks). This translates to: <=2 [1hp] / 3-4 [2hp] / 5+ [3hp].

Retainers

Retainer mechanics are very misunderstood. Essentially they are cannon fodder. However it may be dressed up, they are there to help PCs not die. Given the extremely low HP of iBase characters, they are almost essential for survival.

  1. Allow the character with the best Charisma in the party to be the “Recruiter” for retainers. That means they are the one negotiating and making the offers and Reactions are based on their Charisma. The limits on # retainers and their morale once they are hired and assigned to an individual PC stand on that PC’s Charisma.
  2. Retainer Negotiations are affected by Reputation. When a 2d6 Reaction check is made to see if the Retainer accepts, adjust the check by the Party Reputation modifier.
  3. Large numbers of retainers get in each other’s way. The problem with huge parties in dungeons is getting each other’s ways. That tactical problem is not well represented. Assume retainers can move through spaces where their allies are, but cannot share the space to occupy. A character who has more retainers than their Intelligence bonus suffers a -1 Initiative penalty.
  4. Fleeing retainers who failed morale will seek an unimpeded exit and/or their previous home settlement. A fleeing retainer drops all held items and they are considered broken.
    Retainers that Surrender with their PC will share their fate. PCs with a positive Party Reputation can prevent a # Retainers from fleeing equal to their Intelligence modifier.

Shared Faith

Original Shared Faith Materials for iBase.

A Cleric PC can be a congregation leader. They can have a maximum number in members equal to their Charisma # retainers in their congregation. All members of a Shared Faith congregation must be the same alignment as its leader or Neutral.

Benefits

  1. Hold at Bay: An Acolyte PC or retainer can hold undead at bay after a PC congregation leader has turned them.
  2. Resist Cold of the Grave: The congregation leader casting Resist Cold can use 2 of their spell uses, and it will affect all congregants with the range of the spell.

Game Masters Adventuring Guide for iBase in the Steel Realms

Original DM Advice Materials for iBase.

Experienced Foes: The Game Master should add intelligence to the play of the monsters – they have learned from experience. They can use flaming oil, traps, warning horns, tactics (ruses/feints/distractions), surprise, and the magic/high quality gear from dead adventurers is fair game. The more intelligent the enemy, the more sophisticated experience they can draw on.

The PCs do not have access to the same level of resources in more advanced editions. What characters do have his reliance on the few mechanisms in place. That includes the Surrender mechanism whereby they lose treasure and therefore, experience points, in order to bargain for their freedom and not have to die in a fight. While it seems like most foes would never accept such a situation, it is a mechanism that leveraged the known languages of intelligence and that really was only factor intelligence played in the entire game other than as a minimum stat for magic users. That just scratches the surface of how combat oriented and not role-playing oriented the Basic DnD legacy was. The characters have way less hit points and powers than contemporary ones. The idea of a foe ambushing their baggage train and killing retainers and mules that carry their coins and treasure, while intelligent and something that probably would happen, the rules just simply do not ably equip a basic DnD party to handle that well, no matter how much they prepare. Suggestions for mechanical means of representing experience are as follows:

  • Increase the chance for Wandering Monsters/Random Encounters.
  • Increase the rate/# of checks for Wandering Monsters/Random Encounters.

Assisting the Party

  1. Consider having all characters gain some chance for a minor Inheritance.
  2. Using the Party Reputation mechanic, once the party achieves a certain measure, have appreciative measures granted to them by related patrons, rulers, and institutions.
  3. Use the Rumor mechanic to give some needed/helpful information to the party. A PC should be able to get a number of rumors equal to their Reaction modifier of their Charisma.
    Each rumor should require the PC to engage as either a Reaction check (2d6 + Charisma modifier & Party Reputation modifier; 6+) or as a bribe/entertainment price in $sc = [Cost Portion]/20.

Looting
If an item was used in combat, armor warm, weapon wheeled, it cannot be looted. Items dropped in fleeing same.