Barony (role-playing game)
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Barony, subtitled "Fantasy Role-Play", is a role-playing game published by Better Games in 1990.
Barony is a fantasy role-playing game outlined in three books:
- 42-page rule book
- 39 page scenario design book
- 52-page encounters book
The game also includes a cut-apart tarot deck printed on three letter-sized pieces of cardstock, and a gamemaster's screen printed on paper, which reviewers noted was too flimsy to stand up on its own.[1]
Gameplay
Character generation
- Players choose one of four professions for their character: Footman (soldier), Bumpkin (duelist), Street Urchin (thief) or Student (mage).
- Players then choose one of six Traits for the character from: Bold, Clever, Energetic, Magical, Methodical, and Rugged. Players also roll an eight-sided die to determine if their character has any other Traits.
- Rather than choosing an exact weapon, players choose a combat skill from a descriptive list such Hero's Great Weapon, Ranged Power Blow or Foul Blow.
- There is no list of equipment to choose from—characters are assumed to have the proper equipment for each adventure. If a character needs a particular piece of equipment for a certain situation, the player rolls a skill check to see if the character remembered that piece of equipment.[1]
Character advancement
Characters gain a new level or stage for each adventure completed successfully, and choose advancement in any one of the four beginning professions. If a player chooses to advance the character along the same profession path, the character can reach the highest possible level after as few as eight adventures. Moving a character from profession to profession will slow the rate of advancement down.[1]
Skill resolution
Skills have four categories: Gifted; Learned; Practiced and Patient; and Physical and Combat. For a character to complete a task, the referee assigns a Difficulty to the task (Simple, Difficult, or Tasking), and the player rolls two eight-sided dice to determine success.[1]
Combat
There are no exact weapons in this game, only the character's combat skill. There are no hit points — both characters and their opponents have a list of adjectives describing their health, divided into four columns corresponding to the severity of the wound received (Bruise/Cut; Bleeder; Vicious; and Spirit). The tougher the character or opponent, the more adjectives are contained in each list. Each time a creature takes damage, one of the adjectives is marked off. When the last adjective has been removed, the creature is dead. There is also a completely separate combat system for battling dragons.[1]
Magic
Rather than casting a pre-printed spell, the player simply tells the referee what effect is desired, and which of six "laws of nature" is being broken. The referee judges if the request is reasonable, and decides to what degree the laws of nature are being broken. The player then makes a skill roll for each law being broken, the difficulty being dependent on the degree to which the law is being broken. If the player is not very successful, the character will either have to pay a cost in Magic Points, or if the character has no Magic Points, the player rolls dice to determine a Major Mishap that will inflict the character.[1]