Fantasy Mercenary
Fantasy Mercenary
An OSR-themed modification for 5th Edition based on my own personal preferences. The priorities are speed¸ simplicity¸ incorporating ideas from Basic¸ and making the lore more Tolkienesque. Designed specifically for one shots and short campaigns¸ mainly because it's been my experience that campaigns tend to fall apart quickly¸ and that it often takes too long for new players to get into a game¸ or for an impromptu game to get started on a road trip¸ camping trip¸ or party for example. If you're looking for a longer game with more in depth character creation¸ this isn't it¸ but I think it is well suited for its purpose.
8 Basic-Style Classes¸ no Races¸ Backgrounds¸ Spell Lists¸ Spell Slots¸ Skills¸ or Feats
Warrior¸ Rogue¸ Crusader (Paladin/Cleric¸) Wizard¸ Ranger¸ Dwarf¸ Elf¸ and Halfling. Each class has Special Abilities¸ and Wizards and Elves can choose some magical special abilities. Languages matter much more as part of the lore changes.
No Proficiency Bonus or Saving Throw Proficiencies
Base Attack Bonus¸ and some classes have Advantage for specific saving throws or ability score-linked skills. Difficulty Classes (DCs) cap at 20. All player characters have Evasion.
Lightning Fast Character Creation
Choose a class¸ roll ability scores¸ choose weapons and possibly kits¸ possibly choose a special ability or two. That's it. Each of the class pages are also character sheets with all the information ready to go and only a few things that need to be filled in.
Ability Score Minimums for each Class
Classes determine ability scores¸ not the other way around.
Collapsed Levels
Only goes from levels 1-5¸ roughly covers the same power and numerical differentials as the full 1-20 but with lower hit points. Basic-style domains are at level 5.
Carrying Capacity
Player characters can carry a number of large items equal to their Strength score. Large items are marked with an asterisk (*) and smaller items are considered "free¸" within reason.
Two Alignments for Player Characters
Good/Lawful and Mercenary/Chaotic¸ no Evil allowed.
Differences for Weapons¸ Armor¸ and Initiative
Weapons are arranged by die size¸ and initiative goes by weapon size. Small or medium weapons can use Strength or Dexterity¸ and large weapons use Strength. Base armor class is built in to each class¸ no armor selection except a possible choice for Heavy Armor for Warriors¸ Crusaders¸ and Dwarves.
Constructions¸ Hirelings¸ Reactions and Morale Rules
Inspired by Basic but slightly different. At level 3 all player characters can designate one hireling to be their apprentice and replacement should they die.
Other Minor Tweaks
Fantasy Mercenary
An OSR-themed modification for 5th Edition based on my own personal preferences. The priorities are speed¸ simplicity¸ incorporating ideas from Basic¸ and making the lore more Tolkienesque. Designed specifically for one shots and short campaigns¸ mainly because it's been my experience that campaigns tend to fall apart quickly¸ and that it often takes too long for new players to get into a game¸ or for an impromptu game to get started on a road trip¸ camping trip¸ or party for example. If you're looking for a longer game with more in depth character creation¸ this isn't it¸ but I think it is well suited for its purpose.
8 Basic-Style Classes¸ no Races¸ Backgrounds¸ Spell Lists¸ Spell Slots¸ Skills¸ or Feats
Warrior¸ Rogue¸ Crusader (Paladin/Cleric¸) Wizard¸ Ranger¸ Dwarf¸ Elf¸ and Halfling. Each class has Special Abilities¸ and Wizards and Elves can choose some magical special abilities. Languages matter much more as part of the lore changes.
No Proficiency Bonus or Saving Throw Proficiencies
Base Attack Bonus¸ and some classes have Advantage for specific saving throws or ability score-linked skills. Difficulty Classes (DCs) cap at 20. All player characters have Evasion.
Lightning Fast Character Creation
Choose a class¸ roll ability scores¸ choose weapons and possibly kits¸ possibly choose a special ability or two. That's it. Each of the class pages are also character sheets with all the information ready to go and only a few things that need to be filled in.
Ability Score Minimums for each Class
Classes determine ability scores¸ not the other way around.
Collapsed Levels
Only goes from levels 1-5¸ roughly covers the same power and numerical differentials as the full 1-20 but with lower hit points. Basic-style domains are at level 5.
Carrying Capacity
Player characters can carry a number of large items equal to their Strength score. Large items are marked with an asterisk (*) and smaller items are considered "free¸" within reason.
Two Alignments for Player Characters
Good/Lawful and Mercenary/Chaotic¸ no Evil allowed.
Differences for Weapons¸ Armor¸ and Initiative
Weapons are arranged by die size¸ and initiative goes by weapon size. Small or medium weapons can use Strength or Dexterity¸ and large weapons use Strength. Base armor class is built in to each class¸ no armor selection except a possible choice for Heavy Armor for Warriors¸ Crusaders¸ and Dwarves.
Constructions¸ Hirelings¸ Reactions and Morale Rules
Inspired by Basic but slightly different. At level 3 all player characters can designate one hireling to be their apprentice and replacement should they die.
Other Minor Tweaks