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Dungeoneering Rules for
Percentile Roleplaying
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By
Rodney Leary
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ISBN 978-0-9947589-2-7
This book may not be reproduced in whole or in part by any means without permission from The Design Mechanism, except
as quoted for purposes of illustration, discussion and game play. Reproduction of the material in this book for the purposes of
personal or corporate profit, by photographic, electronic, or other methods of retrieval is strictly prohibited.
Classic Fantasy
Credits
Created, Developed and Written By Playtesters
Rodney Leary Ed Arneson, Jody Arneson, John Arneson, Justin Arneson,
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Mario Artiga, Stuart Bailey, Mat Beasley, Lucas de Beer,
Additional Material By Laurie Bernier, Sam Bernier, Hendrik Beukes, Wickus
Lawrence Whitaker and Pete Nash Booyse, Christopher J E Brann, Rhus Diversiloba, Jeremy
Brooks, Justin Brooks, Jason Durall, Mario Gomez, John
Huber, Lindsay Johnson, Jeffery Keown, Sverre Larne,
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Editing Carmen Leary, Mark Leary, Stacy Leary, Vanessa Leary,
Carol Johnson Charles Leonard, Stephen MacGillivray, Johan van Mollen-
dorf, Sarah Newton, Arthur Reyes, Alan Rowell,
Proof Reading Alyssa Shifflet, Justin Shifflet, Matthew Skipper, Divan Stark,
Carol Johnson, Alexandra James, Pete Nash Reynaud Stark, James Wightwick, Jason Vasche, and Greg
Wood
Design and Layout
Alexandra James
whose weekly mantra of… ‘is it done yet?’ kept me going for
the last 8 years. Thanks, dear.
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Contents
Contents
Introduction 4
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1: Characters 6
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2: Race & Culture 16
3: Classes 32
4: Skills 69
5: Equipment
6: Game System
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84
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7: Combat 99
8: Magic 114
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Classic Fantasy
Introduction
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lassic Fantasy is a return to the golden age of roleplaying, to acknowledge The Design Mechanism and its fantastic game sys-
a period between the late 1970s through the 1980s. During tem, particularly authors Lawrence Whitaker and Pete Nash, with-
this time, the concept of roleplaying was relatively new and out whose excellent work, this game would not be possible.
it had an almost magical feel. There were only a handful of popu-
Without the aforementioned games and their creators, Classic Fan-
lar fantasy games on the market during this time, with Advanced
tasywould be but a shadow of the game I hope it will become.
Dungeons and Dragons and RuneQuest being two of the biggest.
Classic Fantasy takes us back to a time when we would gather with Rip open the Cheetos and pass out the Mountain Dew. It’s
our friends and spend countless hours bashing down doors, slaying time to play some Classic Fantasy!
hordes of orcs and goblins, and throwing another +1 Ring of Pro-
Rodney Leary, April 2016
This is not the first iteration of Classic Fantasy, which had its
Which Rules?
This is not a standalone game. Games Masters and players will need
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start as a Monograph for Chaosium’s versatile Basic Roleplaying
system. However, when playing Classic Fantasy using that system, access to either the Mythras or RQ6 rules to play Classic Fantasy
I found myself always choosing the options that best mimicked my (although other d100 rule systems may suffice). Aside from rules,
then favourite version of RuneQuest, third edition by Chaosium you need only this book, your imagination (and the imaginations of
and Avalon Hill published in 1984. Now with the release of Myth- some friends), some dice, and a desire to adventure in the exciting
ras, something that did not exist when I wrote the original Classic high fantasy worlds of Classic Fantasy.
Fantasy, I have a set of rules that captures all the things that made
ent games and merge them into a workable whole. I do not claim
Classic Fantasy to be original; Classic Fantasy echoes many great for Classic Fantasy, it is preferable to reference this book first, and
games and I walk humbly in the footsteps of their designers who are refer to Mythras when needed or directed. For this reason, many
the inspiration for all that follows. This is an homage to the classic elements of the core rules are duplicated here, sometimes with little
dungeon delve and earliest fantasy roleplaying games. The following modification, to facilitate play.
games were inspirational: Advanced Dungeons & Dragons 1st and Experienced Games Masters should feel free to add additional core
2nd Edition, The Fantasy Trip, and of course, the various editions elements as they become more comfortable with Classic Fantasy
of RuneQuest. The following authors helped to define the way I on a case-by-case basis.
have spent my weekends for almost 40 years: Bob Bledsaw, Warren
James, Steve Jackson, Steve Perrin, Sandy Petersen, Ray Turney,
and of course Gary Gygax and Dave Arneson. Finally, I would like
4
Introduction
Organisation
a Classic Fantasy campaign; create spell scrolls; and gain, manage,
and restore Magic Points.
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Everything you need to create a player character, referring to chap-
ters 2 and 3 as needed for additional rules on races and classes. Chapter 10: Divine Spells
Full descriptions of a myriad of Divine spells.
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In Classic Fantasy, players have the option of creating characters
of several different races, and where humans are concerned, cul- Over 80 monsters and creatures native to the World of Greymoor
tures. This chapter details them in full. are the focus of this chapter.
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character creation; others become available in play as characters
increase their rank. The available classes are Bard, Berserker, Cav-
alier, Cleric, Druid, Fighter, Magic-User, Monk, Paladin, Ranger,
Thief, and Thief-Acrobat.
Cosmology details the universe and the deities and demigods of the
World of Greymoor.
Appendix
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This section contains Wandering Monster tables, Master Spell List,
For convenience, this chapter summarises much of the information In a departure from other Design Mechanism supplements,
detailed in the Mythras rules. Classic Fantasy attempts to facilitate the use of both impe-
rial and metric units. Where possible, both are provided; how-
Chapter 8: Magic
This is the introductory chapter for Classic Fantasy’s magic sys-
tem. It explores the fundamentals of magic in its various forms. The
chapter offers suggestions and advice on how to structure magic in
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Classic Fantasy
1: Characters
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lassic Fantasy characters follow a very similar creation more than 15%. Customs, Language (Common tongue) (a new skill
process to core Mythras characters. When creating a representing a common language spoken by humans and others),
character, just follow the steps laid out in the Character and Native Tongue gain +40% each.
Creation Summary detailed below, referring to other chapters as
Decide on the race/cultural Passions: Typically one Morality (or
well as Mythras, as needed. A Classic Fantasy character sheet is
Alignment) Passion and one of Loyalty, Love, or Hate.
included in the appendix of this book and can also be downloaded
from The Design Mechanism website.
6: Background
Character
Create a detailed backstory, if desired; this step as detailed in Myth-
Creation Summary
1: Character Concept
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7: Class
Choose a character class from those available to your character’s
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culture or race.
Decide generally on the kind of character to play. Keep it simple for
Distribute 100 points amongst the class’s listed Standard Skills and
now. More will come.
whatever Professional Skills were chosen. Not all of the available
skills need to be improved, but no individual skill can receive more
2: Characteristics than 15%.
Choose a method to determine characteristics and calculate your Identify if the class uses magic and consult the Magic chapter as well
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character’s STR, CON, SIZ, DEX, INT, POW, and CHA based on as the appropriate spell chapter, Arcane or Divine, for the relevant
the desired race. information.
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1: Characters
Concept
Throughout Classic Fantasy, we will be following the adven-
tures of the human paladin Valamir Drake as an example
character along with his closest friends and companions. His
A good place to start is to have some idea of what sort of character exploits will demonstrate how the Classic Fantasy rules work.
you want to play, a hardened fighter, for example, or a cunning thief. His adventures begin here, at character creation. Mark, the
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Your character concept does not need to be elaborate at this stage; player, is creating his first character and decides on the name
it is simply an idea that will help guide certain choices such as race Valamir Drake. Mark’s Games Master, Gary, has informed
(human or demi-human) and class (your profession). A few character each player that his Classic Fantasy campaign will be set in
ideas are listed to provoke your imagination: the World of Greymoor, a traditional high fantasy medieval
setting very reminiscent of medieval Europe, though overflow-
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҉҉ Fierce barbarian berserker ing with ruins, monsters, dungeons, and dragons. This gives
҉҉ Young, naïve magic-user Mark and his fellow players, Carmen, Sam, Laurie, Stacy, and
Greg, a better picture of the world.
҉҉ Bad-tempered half-orc fighter
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҉҉ Stealthy elf ranger
Human vs. Non-Human Races These follow the same steps described in Chapter 1: Characteris-
Humans are the easiest characters to play and are the most common tics and Attributes of Mythras.
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choice in Classic Fantasy campaigns, but one need not be confined
to playing just humans. Chapter 2: Race and Culture includes Calculating Characteristics
information on playing either humans or one of the other common The following two methods for calculating characteristics are sug-
demi-human races (dwarves, elves, gnomes, half-elves, half-orcs, and gested in place of those mentioned in Mythras rules. These meth-
halflings). As the detailed write-ups in Chapter 2 show, it is possible ods have been chosen to aid the player in creating a more hero-
to play just about any sapient race in Classic Fantasy, because all ic-level adventurer. Refer to the Racial Characteristics Table for the
creatures, regardless of type, are defined in a consistent and compat- average characteristics of each race.
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share a 3d6 range, or between SIZ and INT, which share the 2d6+6
Gnome 2d6+1 (8) 2d6+6 (13) 1d3+6 (8) 3d6+2 (13) 2d6+8 (15) 3d6 (11) 3d6 (11)
Half-Elf 3d6 (11) 3d6 (11) 2d6+5 (12) 3d6 (11) 2d6+6 (13) 3d6 (11) 3d6 (11)
Half-Orc 2d6+7 (14) 2d6+6 (13) 2d6+7 (14) 3d6 (11) 2d6+5 (12) 3d6 (11) 2d6+1 (8)
Halfling 2d6 (7) 2d6+7 (14) 1d3+6 (8) 3d6+3 (14) 2d6+6 (13) 3d6 (11) 2d6+5 (12)
Human 3d6 (11) 3d6 (11) 2d6+6 (13) 3d6 (11) 2d6+6 (13) 3d6 (11) 3d6 (11)
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Classic Fantasy
range — but they must always be from the same dice range group;
you cannot switch rolls from one group to the other. The number in Valamir’s Tale
parentheses after each dice score is the racial average and is used as Mark prepares to create Valamir Drake, an honourable
a gauge to rate your character’s results. human paladin. The Games Master has decided that charac-
ters in his campaign will use the points-build method. Mark
Points Build
must therefore note the averages for the seven characteristics
on a sheet of scrap paper and spend an additional 10 points to
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Instead of rolling dice to determine characteristics, players can build raise them, at the same time meeting the prerequisite charac-
their character from a pre-set pool of points. Certain rules apply to teristics for a paladin.
the points build option:
As a human, Valamir starts with the following average char-
҉҉ Begin with the racial average for each of the seven charac- acteristics: STR 11, CON 11, SIZ 13, DEX 11, and INT 13,
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teristics as noted in parentheses after each characteristic’s die POW 11, CHA 11.
range. This information is noted on the Racial Characteris-
He checks the prerequisites for a paladin and records the
tics Table on the previous page.
following: STR 11, CON 12, INT 13, POW 12, and CHA
҉҉ Spend 10 points to increase characteristics. 14. He can safely ignore STR and INT, as his racial averages
already equal the minimums. So he need only concentrate on
҉҉ You may also lower a characteristic to gain extra points. For
the required CON 12, POW 12, and CHA 14 to meet the
example, reduce STR 11 to 9 to gain 2 points you can then
prerequisite requirements.
apply to other characteristics.
To start, Mark adds 1 point each to CON and POW, and 3
҉҉ Characteristics cannot be lower than the minimum possible
Step 3: Calculate
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or greater than maximum possible for that characteristic, as
points to CHA to get the prerequisites out of the way. This
leaves him with 5 points to spend.
He adds 2 points to STR, 1 to CON, 1 to SIZ, and 1 to DEX,
as they are all very important to any combatant.
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Attributes
Valamir’s final characteristic scores are STR 13, CON 13, SIZ
14, DEX 12, INT 13, POW 12, and CHA 14.
Valamir possesses a slightly above average strength, and is both
Each character also has a set of attributes. These are particular
reasonably healthy and energetic. He is a little above average
capabilities derived from the characteristics, or determined by them,
in size, of average intelligence, and strong of spirit. Valamir
which are used to govern certain factors of game play. While most
shows a slightly above average agility and coordination. He
of this information is found in Mythras, some are reprinted here
is also especially personable; he is generally noticed when he
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Age Table
Race Age Height and Weight
Dwarf 40+5d6 The table on page 9 has been reproduced from Mythras to facil-
Elf 100+5d6 itate imperial weights and measures for those that prefer that sys-
tem. Demi-human characters typically have heights that differ from
Gnome 60+3d12
the basic human results outlined in Mythras. As such, apply the
Half-Elf 15+1d6
size modifications for demi-human characters found on the table
Half-Orc 14+1d4
opposite.
Halfling 20+3d4
Human 15+1d4