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Basements & Lizards: Basic Rules Guide

This document provides the basic rules for combat, abilities, character creation, and equipment in a roleplaying game. It outlines how to calculate attack rolls, damage rolls, defenses, and ability checks. It also summarizes how players generate stats for their characters, choose a class and abilities, determine starting health, armor, weapons, and gear.

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0% found this document useful (0 votes)
4 views4 pages

Basements & Lizards: Basic Rules Guide

This document provides the basic rules for combat, abilities, character creation, and equipment in a roleplaying game. It outlines how to calculate attack rolls, damage rolls, defenses, and ability checks. It also summarizes how players generate stats for their characters, choose a class and abilities, determine starting health, armor, weapons, and gear.

Uploaded by

api-259797486
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

BASIC

Basements

RULES

&

Lizards

Combat

Offense

Accuracy

specified)

Damage

Roll

plus

Roll:

(called

the

the

Attack

modifier

3d6

(unless

used

Roll):

for

3d6

that

otherwise

(unless

otherwise

weapon

specified)

plus

the

bonuses

and

modifiers

Defense

Player's

defense

threshold

Player's

(Strength

number

armor

for

an

absorbs

plus

the

enemy

main

to

number

of

stat

for

their

class)

is

the

hit

damage

depending

on

armor

type

Checks

Unopposed

Player

Rolls

rolls

3d6

specialization)

Opposed

Both

Rolls

parties

ability

decided

by

and

adds

unless

or

the

3d6

Non-combat

appropriate

otherwise

(Checks

roll

score

(checks,

and

and

add

value

(either

from

an

ability

or

specified

actions

relevant

specialization,

Actions)

versus

bonuses

though

it

might

another

(usually

include

party)

either

other

an

factors

GM)

Magic

Gain

magic

Must

in

have

order

Must

abilities/spells

to

learn

choose

immediately

Value

magic

of

be

level

same

as

equivalent

to

abilities

or

from

greater

other

than

trees

spell's

value

it

active

spells

each

day

(not

all

learned

spells

can

be

accessed)

player's

level,

cannot

magic

the

but

more

the

total

spells

combined

than

their

may

value

magic

add

of

level

up

the

to

more

player's

than

active

the

player's

spells

BASIC

Creating

Roll

5d6

Roll

1d6

for

Roll

1d6

to

value

Choose

the

and

of

assign

decide

two

Lizards

Character

each

character's

that

&

number

magic

good

to

different

ability

proficiency

(4-6)

or

bad

(1-3)

luck;

then

another

1d6

for

luck

first-tier

abilities

from

any

tree

(as

long

as

player

meets

pre-requisites)

Decide

character's

Health

Points

Speed:

primary

at

plus

dexterity

Player's

class

20

characteristics

both

and

lowest

ability

scores

score

dexterity

strength

tree

highest

score

score

(strength

for

plus

plus

or

their

warrior,

minus

main

their

stat

dexterity

luck

(good/bad)

based

for

on

rogue,

their

wisdom

mage)

least

Choose

Add

(HP):

Player's

Defense:

for

secondary

Player's

Initiative:

If

Basements

RULES

magic,

weapons,

racial,

choose

one

elemental

power

armor

class,

origin

bonuses

Bonuses

Racial

Class

Dwarf:

Elf:

+Strength,

+Dexterity,

Giant:

Human:

Orc:

+One

to

+Strength,

Warrior:

+Intelligence

+Intelligence,

two

+Wisdom

abilities

+Dexterity

+Wisdom,

Rogue:

+Charisma

+Dexterity,

Halfling:

Mage:

+Wisdom

+Strength,

Goblin:

+Wisdom

of

your

choice

+Will

+Dexterity,

+Strength,

+Talent

+Power

BASIC

Weapon

Basements

RULES

&

Lizards

Attributes

Strength-based

Swords

One-handed:

Damage,

Attack,

2d6

Two-handed:

Damage,

plus

plus

strength

Attack,

3d6

3d6

plus

2d6

score;

score

plus

strength

strength

strength

score;

score

Axes

One-handed:

Damage,

Attack,

2d6

Two-handed:

Damage,

Maces

Attack,

3d6

strength

plus

2d6

score;

score

plus

strength

strength

strength

score;

score

one-handed)

plus

strength

score;

Damage,

2d6

plus

score

Mauls/Hammers

Attack,

plus

strength

Attack,

3d6

(only

plus

3d6

2d6

strength

(only

plus

two-handed)

strength

score;

Damage,

2d6

plus

score

Shields

Defensive:

Offensive:

2d6

plus

bonus

Attack,

strength

to

armor

2d6

plus

score

(varies

by

strength

shield)

score;

Damage,

BASIC

Basements

RULES

&

Lizards

Dexterity-based

Daggers

Attack,

3d6

dexterity

plus

dexterity

score;

Damage,

1d6

dexterity

score;

Damage,

2d6

plus

score

Bows/Crossbows

Attack,

3d6

dexterity

plus

plus

score

Wisdom-based

Staves

One-handed:

magic

level;

magic

level

Attack,

Damage,

Two-handed:

magic

level;

magic

level

Gear

2d6

Attack,

1d6

1d6

Damage,

plus

plus

plus

2d6

plus

wisdom

score

wisdom

wisdom

plus

score

score

wisdom

plus

plus

score

plus

Attributes

Cloth:

+3

Leather:

Mail:

Plate:

to

-1

-2

-3

armor,

to

to

to

no

speed,

speed,

speed,

bonus

+4

+5

+6

to

to

to

to

defense

armor,

armor,

armor,

+1

+2

+3

to

to

to

defense

defense

defense

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