Review of B.A.S.H. Fantasy Edition

Review Summary
Comped Capsule Review
Written Review

July 2, 2007


by: Ace


Style: 4 (Classy & Well Done)
Substance: 5 (Excellent!)

An excellent set of old skool rules. Very comprehensive and playable. An all around jewel.

Ace has written 10 reviews, with average style of 3.80 and average substance of 3.70. The reviewer's previous review was of EN Armory Shields.

This review has been read 3746 times.

 
Product Summary
Name: B.A.S.H. Fantasy Edition
Publisher: Bash Games
Author: Chris Rutkowski
Category: RPG (virtual)

Cost: $12




Review of B.A.S.H. Fantasy Edition
Reviewing an entire system is a bit of a challenge but since the kind folks at BASH action games http://www.bashrpg.com/ set me up with a review copy I'll give it a go.

Lets start out by saying that entire game (plus an adventure) fits into 79 pages. Its a very complete old school game with a clever die roll system (2d6 multiplied by stat) that scales fairly well.

Folks looking for a realistic system or state of the art design won't find it here. What they will find is a clean thorough rules system thats fun to play. It reminds me if Savage Worlds had been designed in the 80's and with less minis focus.

The download contains 2 PDF's full color and printer friendly. It masses in at about 7 megs -- not too bad for dial up users.

The first page is a thorough index followed by a primer that explains the games quirky "comic panel" derived round system The usually stuff races, Advantages and Disadvantages and a Powers system for mundane and magical. I have a minor issue with the power system however -- it is designed around the idea that power is how much cool stuff (including mundane powers) you can do. This is solid but the rules do not provide any way to improve power points .. Its a small oversight.

The powers themselves are pretty comprehensive and contain a system to tweak the system more to your liking. I will note there is an unusually large number of movement related ones probably a hold over from the supers game

the game main flaw is found here -- the magic "colleges" list control/summon and ,master and those rules were left out.

This is annoying and it should be fixed on future PDF's.

Let me say though BASH games has very good customer service. Within a very brief time of me pointing it out the company posted an errata on the boards nd group, and is going to print it in the house magazines (yes there is free support too) next issue. Very impressive customer service.

Also the rules have their quirks, every PC except for the old has the same Hit points (100) and same energy but these things can be fixed with a minimum of fuss and the rules as written work fine.

The game feels like Holmes Era D&D in a way. Thats a good feeling to have

This game has pretty much everything a fantasy GM or player could want. Sure there is room for more magic items a few monsters and a realm management system but on the whole its all there. Monsters, Magic and Mass Combat . Heck there are notes for 6 alternate settings Ancient World, A Conanesque setting, Pyrates, Steam Punk, Pseudo Japan and Old West and a conversion guide for BASH Supers

All thats missing are really good chase rules.

Not bad Thats a lot of fun in under 80 pages

I highly recommend this game and the best compliment I can say is that I'd buy a companion volume for it (hint hint) no problem though it doesn't need one.

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