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Advanced Back to Basics

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As part of our May D&D sale, this digital title has been marked down by up to 40%. To unearth more savings, visit our May D&D Sale page.

Is your band of adventurers stuck on the sidelines because there’s no one to run the game? Have no fear, the wait is over! This expanded installment of a players-only adventure will allow you to create detailed characters and run them through their first five levels of dungeon-delving danger while interacting with the town of Mountain View as they progress. Fight the monsters, find the treasure, barter with merchants, then brag about it at the tavern and get into a bar brawl, all without any down time to prep for the next adventure.
Advanced Back to Basics uses the prime essentials which make d20 gaming fun and leaves out the tedious rules that can bog down a good gaming session. Character creation can be anything from a fierce, Human warrior to a nimble Halfling, an Elven spell-wielder to a noble Dwarven Paladin or a traditional Cleric who can turn undead with the best of them. This expanded version of Back to Basics introduces the Ranger and Druid classes, plus Eldritch spells that allow you to build a Sorcerer, Bard or Eldritch Warrior. Fine-tune your character with skills and feats to build the hero you want, then romp around in a Goblin infested under-mountain realm of treacherous passages, flooded chambers and devious traps that will test your dungeon delving resolve. Best of all: the adventure is re-playable.
Path of Legends adventures are built with a number of random elements that make it impossible to have the same experience the next time around. The dice-rolling doesn’t end when you finish the book – just make some new characters and run the gauntlet again. Optimized for a party of four, but easily modified for more or less players, Advanced Back to Basics is an essential manual for the busy weekend warriors because the minutes of a weekly gaming session are too valuable to waste not having fun.

 
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Chris T May 01, 2022 10:56 pm UTC
PURCHASER
Some encumbrance related questions; I am struggling to find the encumbrance values for armor. Where might these be located?
Actually, I confess to a certain confusion about the encumbrance system in general. Do the 8 encumbrance points in one's backpack not count against the allotted 24 points? If it did, the standard payload on page 51 seems to add up to 27 points, (26 with silk rope). And that's not counting armor.
Possibly I'm very much missing something though.
Customer avatar
Chris Y May 01, 2022 11:20 pm UTC
PUBLISHER
As indicated on the Encumbrance Record sheet on pg. 143, all characters (except Halflings) can carry 24 Encumbrance Points of items, plus an extra point per their strength modifier. I was looking for a simpler method of carrying stuff that combined weight and bulk (Styrofoam blocks weigh nothing but are very bulky). As for armour, page 51 states: Nobody can carry around an extra suit of armour during an adventure, aside from a rolled-up suit of light armour for 5 EP, so any other armour found as treasure must be worn while discarding your current armour.
For this reason, armour has not been given an Encumbrance rating since it must be worn and is considered a free item.
The summary on page 51 gives examples of everything that could be carried, including the 4 EP of liquids which could be accessible OR stowed in your character's backpack. How you divy up the points is up to you. Also, like encumbrance rules in other gaming systems, how close you stick to the rules can be somewhat subjective. ;)
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Chris T May 01, 2022 11:23 pm UTC
PURCHASER
I see now, thank you so much for the prompt reply!
Customer avatar
Craig E April 26, 2022 4:02 pm UTC
PURCHASER
Page 48 says taking Devoted and Righteous removes the cleric's restriction on using slashing and piercing weapons. Why? Don't they have all the normal traits of both classes, including both the bonuses and the penalties? Why is this one rule thrown out the window, but not the others? Or are they thrown out, too? If you do take cleric/paladin, which rules do you get to simply ignore if they suit you? Can you take Eldritch more than once to become, for example, a bard/mage? If you're an elf with the Eldritch feat, can you choose the Eldritch Elf progression at level 4, too?

Edit: Sorry, I'm riding a caffeine high at the moment and my mind's going a mile a microsecond.
Customer avatar
Chris Y April 26, 2022 11:16 pm UTC
PUBLISHER
I thought a LOT about the Cleric/Paladin mix. It's never made clear in early D&D exactly why Clerics only use blunt weapons (aside from avoiding bloodshed, which never really made sense), but whatever the reason, Paladins are often seen being just as holy. The mindset which allows Paladins to use any weapon (they clearly aren't offending their deity, which is most important) should therefore be transferable although the Paladin code of ethics remains, which some could say are even more restricting. Also remember that multi-classing in ABtoB is an exception to the rule for players who don't want to run two characters (but at the sacrifice of losing the attacks of an additional character).
As for the Eldritch feat, pg. 22 states: "Elves who take the Eldritch Feat at 1st level must forego their Rite of Passage, but they also ignore any hit die reduction penalty associated with it". Thus, a High-Elf multi-class could indeed have the Path of Mysticism as well if they take the Eldritch feat as their...See more
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Craig E April 27, 2022 3:13 am UTC
PURCHASER
OG D&D Clerics were based on the Knights Templar. Because knights fought other humans, who were almost exclusively wearing armor, the weapons most effective against armored opponents were heavily favored. And the most effective weapons available at the time were actually blunt weapons: maces, warhammers, etc., due to their ability to inflict serious injury even through chainmail, brigandine, or mail-and-plate. Despite depictions in art and modern theater, swords were almost never used by knights on the battlefield.

Ah, but in a world of fantasy, armored enemy soldiers or brigands are not the only enemies around. And clerics are no longer considered to be knights that are blessed with divine favor. They're priests who take the fight to all manner of threats to their flock (pronounced: anyone or anything that doesn't follow their god). While they have access to armor, they generally won't spend the necessary time to train in a wider array of weaponry, hence they stop after learning all armor and...See more
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Chris Y April 28, 2022 2:50 am UTC
PUBLISHER
Excellent research!
Customer avatar
Craig E April 24, 2022 3:45 am UTC
PURCHASER
Character idea: The Second Son

The ancient prophecy tells of a time when a Legendary Hero will rise up against the forces of darkness and...

Yadda, yadda, yadda.

As it turns out, The Oracle was half-drunk when he had his vision. The foretold birth was a pair of twins, a boy (Victor) and a girl (Valerie), both of which became Saints (Hallowed humans). This is not their story.

This is the story of their shunned younger brother, Hunter. Born to parents who each had a considerable amount of elf blood but who weren't quite half-elves themselves, Hunter seemed to have received all the elf blood his elder siblings apparently lacked, becoming at least three-quarters elf. He went on to become a (thus far) unique being: a multiclass of elf and half-elf.

Racial saving throws: Dexterity, Willpower

Feats at level 1: Ranger, Eldritch (Warrior), Nimble (Bonus Feat: Ambidextrous)
Customer avatar
Craig E April 24, 2022 12:07 pm UTC
PURCHASER
Sorry, that was supposed to go on a Facebook group page. The GM is running us in randomized multiclass pairs, but we have to run the idea by him first. I didn't realize I'd misposted it until he texted me and asked where my character idea was.

Ugh.
Customer avatar
Chris Y April 24, 2022 4:51 pm UTC
PUBLISHER
It's pretty good for a misplaced post. :D And I like the way you're exploring the multi-class feature. An Elf/Half-Elf Ranger/Eldritch Warrior combo should prove quite effective.
Customer avatar
Craig E April 23, 2022 11:30 am UTC
PURCHASER
Several cantrips are described in the cantrip section, but aren't included on any spell lists. Are these there solely for use by the bard via the magic secrets ability? Or were they supposed to be options for the eldritch elf or something?

Edit: The ones in question are Dazzling Lights, Guidance, Produce Flame, Resistance, Sacred Flame, Searing Bolt, Shillelagh, and Thaumaturgy.
Customer avatar
Chris Y April 23, 2022 8:16 pm UTC
PUBLISHER
I included every cantrip I could from the 5e SRD for a few reasons:
1. Ones that are not on any Eldritch spell lists can be learned by the Bard.
2. [spoiler alert] There is also a special event in the adventure that grants your character the chance to learn a cantrip of their choice, although the chance of finding this event depends on the choices you make.
3. They were included in case someone would like to import a specific 5e class that is not covered in ABtoB which could have access to these cantrips.
4. There will be new monsters and NPCs in future adventures, but I wanted as much info as possible in this main book to avoid having too much add-on rules down the road.
Customer avatar
Craig E April 21, 2022 3:02 pm UTC
PURCHASER
Does anyone know if the Fierce and Righteous feats conflict with one another? I can totally imagine a barbarian paladin, and I just wanted to know if there's a reason not to allow this.
Customer avatar
Chris Y April 21, 2022 5:15 pm UTC
PUBLISHER
Hi Craig, the Fierce feat states:"You will never be able to cast spells or use items that
grant spell-like abilities". However, a Barbarian Paladin does fall under the Rule of Cool, and would be limited to Human or Half-Elf (the only races that get two feats at 1st level). Perhaps as a house rule you could have the character roll a Will save each time they want to use any magical Paladin abilities - Will [10] for Righteous Might or Laying on of Hands and Will [10+double spell level] to use a spell. Only allow the Will check once per turn or battle - a fail means the Barb can't muster the strength to use the ability but it isn't wasted like a failed spell. But I wouldn't run with this idea too much and allow it with all spellcasting feats, just to keep a bit of balance. A Barb-Ranger does make sense as well, but not a full-on spellcaster like Druid, Cleric or any of the Eldritch options.
Customer avatar
Craig E April 22, 2022 1:04 am UTC
PURCHASER
Okay, thanks. It just seemed like such an awesome idea, and one I can think of 2 or 3 examples of from pop fantasy, but one that might be in conflict with itself by RAW.
Customer avatar
Chris Y April 22, 2022 4:31 pm UTC
PUBLISHER
Yes, the Fierce Barbarian is an awesome brute in close combat so I stuck with the AD&D idea of balancing that with an aversion to magic although not as severe in some ways. However, all classes are built on the basis of a four character party. If you're playing solo or with a smaller party then experimenting with a Barb/Paladin balanced out with house rules is feasible. I allude to the idea with the multi-classing rules under the High Elf on page 48: "While a High-Elf Paladin would be stretching the rules of this gaming realm, they are not unheard of in campaigns where such a hero is warranted".
Customer avatar
Chris T April 09, 2022 4:59 am UTC
PURCHASER
Awesome! Can we expect a print version as well?
Customer avatar
Chris Y April 10, 2022 9:52 pm UTC
PUBLISHER
Absolutely Chris! The files have been submitted to DriveThru, so it's just a waiting game now. Hopefully by summer.
Customer avatar
Chris T April 10, 2022 9:56 pm UTC
PURCHASER
Great news, I'll be looking forward to it!
Customer avatar
Chris Y May 12, 2022 1:15 am UTC
PUBLISHER
Print is now available, and even more affordable due to the May D&D sale here at DriveThruRPG. You won't find a better deal.
Customer avatar
Chris T May 12, 2022 1:56 am UTC
PURCHASER
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Product Information
Pages
350
ISBN
978-0-9952484-3-4
File Size:
57.34 MB
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File Last Updated:
April 08, 2022
This title was added to our catalog on April 08, 2022.