Hey All, brand new gamemaster here anxious to introduce Barebone Fantasy to my players instead of D&D.
Looks like Larry and the other devs put a lot of clever thinking in a lot of the reasons they developed this game.
Is there a reason why dodge/parry is strictly based off of DEX and not Warrior [Melee] Skill like many other RPG Game (Open d6, runequest, etc)? Figured with the -20% per action that it wouldn't be overpowered but also figured that they wouldn't of built it this way for a reason as I mentioned, everything seems cleverly put together. I know I can change whatever rule to whatever I want, but was wondering if this was tried and rejected for some reason that a noob like me doesn't see yet.
BareBones Fantasy RPG is not associated with Skaldcrow Games' Bare Bones Multiverse, despite similar names. Check out Glenn's products by clicking here.
We decided to make all resistance checks based purely on raw ability checks. They're the saving throws of the game, in addition to other things. We didn't want a character's primary chance of survival based on taking skill levels in the Warrior skill, because that would favor it in the game over all other skills. Another reason is that Warrior melee is based on STR, which means no warrior would ever need to be light on his feet (improve his DEX) and could dump all his effort into his STR score.
Anyway - that's our thinking. Of course we encourage GMs to tinker with the rules, so if you have another way to do it feel free, and consider feeding back to others!
See, I knew you folks had thought of a reason. And that is pretty good logic to me. Thanks for the quick response!