This is the fourth in a series of posts about some of the design choices I made. In addition to explaining what the system is about, it will also help folks in deciding which elements are the most useful to them. One of the goals of this project is to support kitbashing.
For example a battle axe is not the two bladed axe that is commonly depicted in fantasy art The battle axe has a large single blade with the bottom longer than the top. This give it the ability to be used to pin an opponent's weapon or shield. A mace is particularly effective against chainmail or gelatinous creatures. A poleaxe give the wielder a free attack when a enemy combatant first comes into range to represent its longer reach. In each case I try to keep it simple to reflect the spirit of the original editions and not to over complicate the system.
In addition to above I provide descriptions for Armor, Dungeon Equipment, Horses, Dogs, and Hirelings.
This section details common rules for magic: magical immunity, memorization, rituals, and spellbooks. There are two main differences from other classic editions rules. First I divide the magic resistance percentage by 5 and used that is a bonus to a 1d20 roll. So a creature that had 50% magic resistance would now have a +10 magical immunity. You roll 1d20 and if the modified roll is higher than a 20, the spell or effect is resisted. If you like percentages just multiply the modifier I give by 5% and use a d100.
The other big difference are magic rituals. A ritual allows a spellcaster to cast any spell they know (spellbooks for magic users, spell list for clerics) and cast it as a ten-minute ritual as long as you have the required amount of ritual components at hand. As I mentioned before if this makes your campaign too magic rich you can omit this.
This section is perhaps the least changed from Swords & Wizardry. There are a few tweaks. Some spells I tweaked the mechanics into something that worked the same but was more playable in my judgment. For example the effect of the sleep spell is now 4d4 HD with a maximum of 4 HD creatures affected). There are some additional spells like Commmand that are not present in the Swords & Wizardry core rules. Finally there are new spells like Scryguard which protect an area from divination spells. It is a spell especially favored by Foggers, illicit magic users working for the criminal underworld of a city state.
Each spell has a note whether it is effected by magical immunity or not. Magical immunity protects characters from spells like charm person or detect thoughts which use magic to directly affect a target. While it doesn't protect from spells like fireball or magic missile which work by creating something that does the actual damage to the target.
Basic Rules for the Majestic Fantasy RPG Kickstarter