iBase Dungeon Master Perspective (changes, etc.)

iBase Modern Approach to Basic RP > Combat | DM / Character | Equip

The PCs do not have access to the same level of resources in more advanced editions. What characters do have is reliance on the few mechanisms in place. That includes the Surrender Outcome in iBase mechanism whereby they lose treasure and therefore, experience points, in order to bargain for their freedom and not have to die in a fight. That just scratches the surface of rules oriented and not hard role-playing oriented the early DnD legacy was. The characters have way less hit points and powers than contemporary ones.

It really was a kick down the door loot the room sort of scenario that Munchkin the card game is based off of. Dungeon Masters could add their own elements of what happens in response to a party of adventurers, but that was left mostly to them.

Information Notation

[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.


Assisting Monsters

Experienced Foes: The DM 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.

You cannot Play enemies too intelligently. The PCs do not have access to the same level of resources in more advanced editions. DnD basic does not lend itself to gritty realism. 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. It would take a truly experienced group of players and at least second or third level characters to represent that knowledge and not be metagaming to really use intelligent foes to challenge the party.

Example: The idea of a foe ambushing their baggage train and killing retainers and mounts 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 revisiting an area are as follows:

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

Assisting the PC 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.

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.


Adventures for iBase