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(1 edit)

At first I was very skeptical about this one, as it lost so much of what made '74 rules so special to me. No hirelings, no clerics, no level titles, shift to a point-crawl and slot-based encumbrance.

But if I look at FMC Basic as its own being, unrelated to FMC, I actually really like it. Unlike many light-rules retro clones, it actually has guidelines on dungeon stocking and wilderness! I like how every class has a unique stat, it makes hacking the game so much easier.

The rules are still rough around the corners. Some spells refer to hit dice, some spells lack duration, basic roll is easy to miss.

Otherwise, great job! Hope to see FMC Expert some day.

(+1)

thank you for your kind words and feedback! i wanted to clarify some aspects, mostly that this isn’t meant to be a complete / totalizing system as much as a supplement or substitution for some aspects of OD&D.

for example, i will add explicit rules for hirelings! but the way i would treat them is just hiring them for a month and doing morale checks like for other NPCs.

another example is the ‘basic roll’, which i don’t consider to be a specific resolution procedure, as much as a point at which you would turn to randomness. i like 50-50, some people like 2-in-6, and some people might insert ability checks.

(also: neither dungeons nor the overworld are really point-crawls! i make a comparison between the wilderness proper and a point-crawl, but that’s just because i think it’s interesting to restrict movement between ‘wild hexes’ based on what paths are familiar to the travelers.)