Can 3:16 be turned into a fun fantasy game? There is already a SF variant, so I will focus on a variant for the Swords & Sorcery genre. Here are my thoughts so far:
T0 change the military setting into a heroic Swords & Sorcery setting the 9 ranks are:
Rank – Gift
0. Worthy - Force Weakness
1. Respected - (highest FA) – Sneak (based upon the Scout rule)
2. Honored - (Highest NFA) Retreat (based upon E-Vac)
3. Famous - Warhorse (free movement, NFA D4/D4/x) + an extra 4-point weapon + Last Stand (based on Orbital Bombardement)
4. Celebrated - Barded Warhorse (horse + extra armour tick) + an extra 5-point weapon + Superior Tactics (see So Few)
5. Revered - One 6-point weapon + Invulnerable (Kinetic Armour) + Warband (Drop Ship)
6. Mighty - One 7-point weapon (Holy Avenger) + War! (Paradise Bomb)
7. Renowned - as Mighty with Massacre (Starkiller) + Deflect! (see So Few)
8. Legendary - Campaign ending weapon (not sure yet)
The 7 weapon ranks are:
pts roll
0 – 0
1 – 1
2 - d4
3 – d6
4 – 2d4
5 - 2d6
6 – 3d6
7 – 2D20
PCs start with one 5-point weapon and one 4-point weapon. For example, a PC can start with a 5-point weapon that does D6/D4/x or D4/D4/1. And one 4-point weapon, for example x/2d4/x.
Double-handed weapons: In AD316 and Tribes players can choose to have a Shield and handweapon combination. If the player decides to skip the Shield and instead use a double-handed weapon he gets +1 bonus to the Kills roll.
For example: A 5-point one-handed sword does 1/2d4/x. While a double-handed sword does 1+1/2d4+1/x.
For Zero to Hero
To simulate the “from zero to hero approach” the players can start of with a level lower than 10. Below is the number of Strengths and Weakness a PC starts with at each level.
Level (=FA+NFA) Strengths Weaknesses
19 – 0 1 or 1 0
18 – 1 1
17 – 2 1
16 – 2 2
15 – 3 2
14 – 3 3
13 – 4 3
12 – 4 4
11 – 5 4
10 – 5 5
09 – 6 5
08 – 6 6
07 – 7 6
06 – 7 7
05 – 8 7
04 – 8 8
03 – 9 8
02 – 9 9
01 – 10 9
* The final Weakness for a PC is always “I’m no Hero”. This is the realisation that real heroes don’t exist and the PC certainly isn’t one – there is nothing left to achieve and thus the PC retires.
* Alternatively, the final Strength is “Attain Godhood”. The martial prowess of the PC has opened up a position in the Pantheon of the Gods
KILL THEM!
Enemies come in three grades. Enemies take a number of successes to neutralize:
Henchmen - Single success necessary, removes one Threat Token and causes # “kills”,
Leaders/Named (N)PCs – Two successes necessary, removes one Threat Token and scores 1 kill
‘Endboss’ enemies - The number of PCs = the number of successes necessary, remove a Threat Token for each success, scores 1 kill
Epic Enemies - 2x the number of PCs = the number of successes necessary, remove a Threat Token for each success, score 1 kill. A Strength cannot instakill this threat, but removes 3 Threat Tokens from its pool.
Players can join up in killing Endbosses and Epic Enemies. The players that removes the last Threat Token earns the kill. Endbosses and Epic Enemies are always fought in seperate encounters. Endbosses and Epic Enemies can have Abilities.
AND TAKE THEIR STUFF
PCs earn money after succesfully completing quests and missions. Money can be looted from dead enemies or earned from employers.
Loot/Treasure works as a free Leverage for the PC. After a succcesful Mission/Quest each PC earns 1 Treasure. The player decides if this Treasure is beneficial to FA or NFA. During the next Quest the player can “spend” his Treasure to gain a +1 bonus to an encounter. The player narrates how his acquired Treasure gives a benefit in the encounter. This Treasure bonus can be stacked on top of a +1 Leverage bonus.
If during the Development phase the player describes in a fun way how he spends the money on “earthly things” the +1 bonus is turned into one free re-roll (an extra Favour).
If players use a Flashback – either a Strength or a Weakness – they can describe a previous career the PC has done. This career grants certain benefits. A PC can only have a maxium of 4 previous careers. All careers give a +1 bonus to a stat when used in a situation were that specific career would be a benefit to the player character.
ASSASSIN/SLAYER
These covert killers are adept at sneak attacks, killing, information gathering, city lore, persuasion, poisons and lock picking.
BARBARIAN/SAVAGE
These characters come from the Northlands, the Deserts or other wildernesses of the Hyborian world. They have natural skills in wilderness lore, living rough, berserk rage, riding, intimidation, natural instincts and so on.
BLACKSMITH/METALSMITH
Often found helping alchemists build their inventions, these characters are skilled at weapon and armour making and repair, metallurgy, and weapon lore.
GLADIATOR/CHAMPION
Often forced into life of professional arena fighters, the gladiator is skilled in one-on-one tactics, exotic weapons, weapon lore, initiative and weapon training. They are especially good at fighting in a style ‘to please the crowd’.
HUNTER/TRACKER
Rugged outdoor types skilled in wilderness lore, living rough, trapping, tracking, stealth and other similar pursuits. Agility is important to a hunter, as are strength and mind to a slightly lesser degree.
MAGICIAN/SORCERER
Often a little strange, these characters are knowledgeable of esoteric matters to do with astrology, astronomy and ancient lore. There are magicians in just about every city of Hyboria. Sorcery is a fast track to power but it also brings its own price.
MERCHANT/TRADER
These are not shopkeepers, these are wide travelled adventurers, who seek new exotic goods to sell and as such pick up a range of useful skills like trading, appraisal, obtaining rare or unusual goods, persuasion, city lore, knowledge of distant places, guild membership.
MERCENARY/WARRIOR
These are warriors who work for anyone who will pay for their services. They tend to have skill in living rough, horse riding, intimidation, carousing, and even weapon and armour upkeep and repair.
NOBLE/COURTIER
Often holding homes in the city and estates or villas outside the city, these characters are titled and have some authority over commoner people. They are often able to obtain credit, have high-ranking contacts and are skilled in such things as bribery, dress sense and etiquette.
PHYSICIAN/HEALER
Physicians are dispensers of potions and medicines and have practical skills in bonesetting, surgery and childbirth. They are knowledgeable of plant lore, first aid and diseases.
PIRATE/BUCCANNEER
Rogues of the sea, Pirates are skilled in climbing, sea lore, navigation by stars, and boat handling with a good knowledge of far ports and islands. Pirates speak their own language known as Sea-Tongue.
THIEF/ROGUE
Those who live by less-than-honest means in the streets of the towns and cities. They will have skill in such things as city lore, burglary, sneaking, picking pockets and are likely to have guild membership.
Keep it simple
There is a tendency when one starts to tinker with 3:16 to think up new rules to do things (I know as I do it myself). But in 3:16 narration is as important as rules.
In my campaign players get a bonus whenever they narrate stuff. For example, if a player fails his attack roll but narrates why his character failed then he gets a +1 bonus the next round. The same for my new Treasure rule. When a player narrates in a fun way how he has spend the treasure/loot he gained in the previous adventure he gets one free re-roll in the next adventure.
You could do the same with Race and Class. If a player roleplays the race and/or class of his character in a fun way then he gets one re-roll or +1 bonus he can use later.
A simple and easy rule. And therefore not as much fun for the GM as creating lots of specials and extra’s for all kinds of races and classes.
ADVENTURE GENERATOR
| Locations | Threat | Keyword (pick three) |
| City
Jungle Mountain River Lake Swamp Ruined temple Ruined city Castle Village Tomb Cave Temple Tower Desert Oasis Forest Hills Island Hyborian kingdoms The Eastern kingdoms The Black Kingdoms Stygia The North |
Demon
Raiders Bandits Picts Hillmen Merchant Sorcerer King Noble Winged Ape Scholar Group of Wizards Priest Army Sea monster Undead Zombies Vampire Pirates Elder race Big Ape Last of Ancient Race Horror from Outer Dark Insane Cultists |
Trade Goods
Betrayal Treachery Message Mistake Hidden Supernatural Omen Prophecy Battle Skirmish War Attack Defend Kidnapping Slaves Slave market Weapon Armour Thievery Escape Captured Scroll Book Civil war Event Monument Magic item Romantic Story twist Unforseen Ambush Jewel Treasure Wealth Power Shrine Statue Reputation Honour Allegiance Child |
Here is also a very useful chart by Russell Bailey:
CHARACTER SHEET
Relevant link:
101 essential things in a sword and sorcery city
[Sword & Sorcery] Alternate non-humans
This is what I have so far. Input is greatly appreciated.



Had my first session last Tuesday. So far it is working great. My players love the new rules.