JimLotFP wrote:* Constitution determines what die you use for rolling hit points, no matter what your class. Fighters roll twice and keep the highest, Magic-Users roll twice and keep the lowest, Dwarfs roll one die higher and roll three times and keep the highest, that sort of thing.
Would there still be a minimum hp for each class? I sometimes wonder why one would have to roll dice at all for hp when it seems like this is the primary function of Constitution (so two humans with the exact same con can have a hp difference of 5?) Why can't your starting hp just be 1/3 con and then when leveling up roll your class die for hp?
JimLotFP wrote:* Magic saving throws modified by Charisma. It's the force of personality, not intelligence, that powers this stuff!
I think an argument could be made that almost any stat could be the basis for magic (Hellraiser = you need a strong con or strength to take the beating, Merlin/Gandalf = the wise wizard, Dr. Doom = intelligent...Jesus had the charisma to work his miracles for the masses, etc.)
JimLotFP wrote:* Shields should give bonuses to parrying. Also allow a single parry in a round without sacrificing your own attack. (as would a second weapon, but there'd be no bonus to the parry) Shields could also parry non-firearm missile fire. (Fighters get 2x the bonus to parrying that other classes do.)
This certainly makes shields more interesting and enticing to carry. Will there be differences for bucklers, regular shields, etc., or will there just be a standard shield?
JimLotFP wrote:* Encumbrance should affect initiative in some way. Different encumbrance levels using difference dice is one option but I fear might complicate things. "for every encumbrance dot roll an extra die for initiative, use the lowest of the bunch" might work?
In the current R&M book there is a method (which we use) where each side gets one initiative roll at the beginning of each round (ie, not individual rolls). How would encumbrance affect a single roll for the entire party? (Right now, we just force everyone to take a turn and their initiative modifier affects the whole party - so this encumbrance rule could work that way, as well).
JimLotFP wrote:* Not original, but all weapon damage is d8, with the "roll twice, take the lowest/highest" for certain kinds of weapons.
I've never used this. Rolling two dice is fun, also rolling different dice is fun. I honestly have no opinion here - do we know statistically how that would work out? Which weapons would be which? Would a d8 weapon kill almost any 1st level character?
JimLotFP wrote:* Also thinking that by expanding the skill list a bit, we could give Fighters and Magic-Users some skill points to play with while also giving Specialists more points so it's still their thing without maxing the existing skills up faster. Very unsure about this one because it makes NPC statting more complicated and I want to avoid that.
My feeling on most skill systems is that they make all players feel the same. If everyone has an architecture skill of 1, that's boring. Then someone just randomly decides to make that check (or you go through the monotony of everyone doing that, etc.)
One thing I've experimented with is giving everyone skill points (the specialist gets more) and then having them work out who is going to have extra in what, with specialists getting fist pick/claim over whatever they want. This way there is definitely someone good at bushcraft, someone who's good at searching, etc. This not only adds a slight amount of flavor to the characters, it gives everyone another role beyond class.
I don't think adding a few more skills, or giving fighters/magic-users some points will hurt anything.
I will also say it would impact my statting of NPCs not at all. I just more or less randomly determine if an NPC is good at something or not and go from there.
JimLotFP wrote:Classes:
* Witch-Hunter: Because thinking of the accompanying illustrations the Fighter has to go to Alice because she's the murderous one. The Flame Princess was originally designated as a Specialist but that doesn't seem right since she was conceived as a Solomon Kane type character. So there's the Witch-Hunter, with the concept being a kinda fightey character whose main thing is being magic-resistant.
(I had the "Inquisitor" idea but that's conceptually really close to the Witch-Hunter, just with magical vs non-magical focus, so doing both sounds stupid - "The Inquisitor is just like the Witch-Hunter but less exciting!")
* Conquistador, basically the explorer-type. ("Explorer" itself being dishwater-dull as a name - legacy naming is useful because everyone recognizes it and little explanation is needed, but if you're adding something, don't let it fade into the background... Buccaneer might work?). Basically a fightey outdoorsey type, or a non-magical Ranger type ("Ranger" as a name being really being the wrong tone for the game).
My problems with those conceptually... yes, the art will be all "1600s western European-focused" in the main rulebooks. It's what excites me and what I think of in my game. Buuuttt, "Fighter" "Magic-User" "Specialist" are themselves universally applicable. If you want your campaign to be Aztec-based, Ottoman-based, Mughal-based, Edo-based, Tokugawa-based, Ming-based, whatever, then those three classes are still applicable. "The ass-kicker, the mystic, the misc. skills."
Not so much "Witch-Hunter" or "Conquistador/Buccaneer".
The more specific a character type is, the less interesting it is over time (this is why Pathfinder keeps releasing more and more). Once each player has played as the Conquistador, then it's not as exciting the second time. In my mind, it feels more like a "thing to try." (Still fun, but is it core book material?)
I like the Fighter, Magic-User, Specialist (and Cleric) classes b/c they are generic enough that when people say, "I'm a fighter" it's like saying, "I have 10 hp" or "I have a 15 save." It feels like a descriptive mechanic, and not something that the character in the game world would go around saying. Once you get to things like Alchemist, Witch-Hunter, Paladin...these sound like a very specific thing that a person might say about themselves...and then you wonder, well, does the specialist walk around saying, "I'm a Specialist"?
Nobody has a specific visual image of the base classes, so then you can add in fluff. Stuff like the DCC or 5E backgrounds, titles, class/status, etc., that help players tailor their characters how they want. (Within reason - a few randomized charts and a couple of choices.) When you say, "Conquistador" and to some extent "Witch-Hunter," it brings up a stronger mental image.
Maybe Pioneer could work? Although not much more exciting than Explorer...
I think it's cool that when they're sitting around the table, you can't really tell what class the iconic characters in LotFP are. It's only when they're actually doing stuff that you're like, "Oh yeah, she's the magic-user!"
Final thoughts, if you're still reading:
Honestly, one of the biggest changes I would love to see is a more forceful approach to your desired setting. I would like to see a pure R&M book that reads exactly the way you want it to, with the the "I want you to use this with every other OSR game and here's how" stuff as a big appendix in the back. (Then I can just completely ignore that section!
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Also, I wish the R&M book had a player advice and tips section. I think you'd be good at giving some advice for adventurers while not destroying the sense of exploration and mystery that comes with being a new player.