Posted on February 4, 2025
iBase Modern Approach to Basic RP > Combat | DM / Character | Equip
The materials reflecting the high fantasy of Basic DnD are built using the campaign setting of the Steel Realms as a base.
These are not absolutely required.
Posted on February 4, 2025
iBase Modern Approach to Basic RP > Combat | DM / Character | Equip
Identification of Magic Items in iBase is typically done quickly through the identify spell. It requires the process of Attunement of Magic Items in iBase.Magic Items Charges Notation: Per day (default) means the charges return at sun up; per night they return at sun down.
This is done by specialists in an Arcanum Shoppe. This assumes a safe space and materials that will counter or block negative effects such as curses. It does not use charges or trigger effects. It takes 24 hours. It will identify an item’s name and all its powers unless noted in the time itself. PCs are not capable of doing this.
COST = 1/2 Cost Portion
Posted on February 4, 2025
iBase Modern Approach to Basic RP > Combat | DM / Character | Equip
Technically, there is no limit on magic items in iBase (reflecting the original rules). Attunement is required for all magic items to be able to employ their properties. Attunement of Magic Items in iBase requires the character to purposefully use the item. This at least allows them to gain passive bonuses (such as “+1”), but also triggering any curses, negative enchantments, etc. Swords must be wielded and swung, armor worn, etc. The item is “claimed” by the character and bound to them (this takes 1 round) 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 both to touch the item simultaneously and a full day before the new owner can Attune it. It does not reveal item properties – this requires the process of Identification of Magic Items in iBase.
See also Incarna Attunement.
Posted on February 4, 2025
iBase Modern Approach to Basic RP > Combat | DM / Character | Equip
Init is d6 and for the group: moldavey
That rope is your climb skill. A couple of iron spikes is your hold portal spell. and that oil flask is another magic missile. Mu = throw dagger
Cannot fire into combat with any foe engages with an ally
Spell cast + turn undead as ranged phase
Cannot cast spells in melee
Active Defense: Base Resilience = Sacrifice shield = turns hit into miss.
Heavy shield req. Is +2 str modifier; +1 resilience
Healing: 1/day
Weapon Size: Humans and Elves must use Large weapons with both hands, but may use Small or Medium weapons in one hand. Halflings may not use Large weapons at all, and must use Medium weapons with both hands. Dwarves may not use Large weapons, but are able to use Medium weapons one-handed. Some weapons must be used with both hands by design (such as bows and crossbows) but the maximum size limits still apply.
The GM should apply similar limitations to weapon-armed monsters; for instance, Kobolds and Goblins are similar in size to Halflings, and thus should have similar weapon limits.
Combat Encounter
Encounter Init, then personal Init
Beyond Death: Undead take half damage from non-magical and non-silvered weapons; skeletons take no damage from arrows or quarrels.
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
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 can ONLY heal no more than their Constitution modifier (min 1) – regardless of magic or multiple sources – for each rest until they regain all their HP.
Posted on February 4, 2025
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.