New Mechanics


New Features and Mechanics

Burn Mechanic, do something Cinematic or Epic!

We've introduced an enhanced BURN MECHANIC to make attributes more integral to the gameplay. Now, players can utilize their attributes strategically throughout the game. The key changes are as follows:
  • Players can use their attributes once per session or whenever they roll a 6 on a die.
  • Burning mechanics are only applicable when the player succeeds in their roll. Players who critically fumble a roll cannot use the burn mechanic.

Declare with Success

  • MIGHT: This can increase damage equal to the MIGHT attribute.
  • MOBILITY: This can be used to counterattack the enemy automatically.
  • INSIGHT: This can be burnt to enhance the following action: a player can find an enemy's weak point while aiming or outsmarting a person with charm.

Declare and shall receive

  • GRIT:  This can be used to reduce incoming damage by half automatically.
  • ESSENCE:  This can exponentially increase the target number, zone/area, damage, or healing done by magic.

Bones Luck added Effect to Initiative

  • Bones Luck: We've expanded the use of Bones Luck to include Initiative rolls on 3 to 4. 
  • Additionally, players can use Bones Luck on "Saved by a Bone" rolls, potentially turning their outcome into a 5.

The Possibility to Remove Level

This is a dialogue we're having between my playtesters and myself. I have not made a final decision yet! However, if we do, we're streamlining the game by potentially removing the concept of "levels." Instead, we're focusing on Attribute Enhancement. Every time players roll a fumble or a critical success; they can mark their failed and critical success on that attribute. If they mark six boxes, this will increase their attribute by a point. 

I will be working on a character sheet that will reflect this mechanic. 

Playable Character's Death

We've refined the rules for character death to add more cinematic and dramatic elements to the game. Here are the key changes:

  • A character with 0 hit points is considered to be dying. Players can choose to perform an epic attack and, if successful, die heroically. This allows the player to have a memorable, movie-like final moment.
  • Alternatively, a character can roll a d3/d6 for a death timer. They will die if they go beyond a certain number of rounds without medical aid or magical healing.
  • If a player takes an attack that reduces their hit points below 0 but not below their Maximum HP, they are still alive but severely wounded. However, the character automatically dies if the attack reduces their hit points to negative values equal to or exceeding their Maximum HP.
  • If a player is at 0 hit points, on the ground, unable to defend themselves, and gets attacked by an enemy, the player dies.

Saved by a Bone 

To add an element of suspense to character deaths, we've introduced the "Saved by a Bone" roll, which serves as a death-saving throw in BareBones RPG. Here's how it works:

  • Rolling a 1 signifies that the PC is dead.
  • Rolling a 2-4 indicates that they are still bleeding out and require assistance.
  • Rolling a 5-6 means the PC successfully survives. 
  • Rolling a 5 allows the PC to get up with a certain amount of GRIT as their HP while rolling a 6 grants them twice their GRIT as HP.

Additional Changes and Upcoming Improvements

  • We may incorporate Knave's Level-less Magic if the player does not want to generate a spell and GM wants to save time. Try this list and see how easy it is to cast their spells using Barebones RPG rules. 

These changes aim to make Barebones RPG more dynamic and engaging, focusing on character development, dramatic storytelling, and seamless gameplay. We hope you enjoy the updated version!

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Comments

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It is Wingus here. Good Job on the update

Thank you Wingus!