Table of Contents

Tome of Fantasy

Chapter 1

Intro to RPG concepts

There are many reasons for this, but here's the big one: Players are smart. If you let them, they will find a way to sell everything valuable, everything not valuable, everything not nailed down, nails, everything, walls, floors, foundations, and generally live like hobos to save money. Worse, in a setting where money translates directly into power, that's a rational way for their characters to behave. It's also silly and unheroic. We want characters who build elaborate castles, and give away handfuls of gems, and we want dragon hoards so huge that you can get lost in them, and kingdoms and armies. None of that will happen if your characters can hock their castle for another bonus.

Chapter 2

Getting started

Chapter 3

Classes

Chapter 4

Skills & Feats

Chapter 5

Economy & Equipment

Chapter 6

Finishing touches

Chapter 7

Combat

Chapter 8

Experience and advancement

Chapter 9

Magic