Topic: How do i/we.....

Hi all,

I was wondering how in LotFP do you do things like check to jump a chasm, check to see if you can lift a heavy log etc?

Is it just a case of coming up with an "X in 6" and then modifying that by the appropriate ability modifier?

Sorry if this seems like a very basic question but it is something that has alluded me in the rules thus far.

Cheers.

Re: How do i/we.....

You just judge it on a case by case basis. "Log requires a combined 15 (or 20, or 50, or whatever) STR points to move." A chasm? "I'll let you jump it if you're unencumbered." Things like that.

Re: How do i/we.....

In reference to my original question i have another question. wink

I have been re-reading the rules after our weekend session (great fun btw) and as such i have to a little question for you Jimbo. (I'm sorry i'm an Aussie, and we an 'O to every name!)

May i ask why you never introduced an "X in 6" rule to the core of LotFP? As in a wee paragraph that states that a DM should assign a X in 6 chance of something happening, that can then be modified by ability bonuses as necessary. The reason i ask is this is very easy to adjudicate, and also keeps in line with the rest of the rules of LotFP.

Eg.

Jumping the chasm.

As a DM i decide that jumping a chasm in chain mail armour has a 2 in 6 chance of succeeding, modified by Dex, or;

Convincing the merchant.

As a DM i decide that lying to the merchant based on what the character just said has a 3 in 6 chance of succeeding modified by your charisma mod, etc etc

It seems to fit perfectly with your core design and yet is still loose enough to allow a lot of wiggle room.

If this is in the rule some place, then please forgive as i haven't seen it as yet.

Cheers.

d.

Re: How do i/we.....

Okay, so more on the same subject..

The way i see it LoTFP already uses all types of die types, as such there is no reason to specifically stay with a d6 for anything, and so i was wondering, mathematically what dice would you suggest i go to allow me to incorporate the aforementioned rule right into the core of the game? What i would like is for all the specialist skills to start something like this for all classes:

Climbing (X in Y) + Strength mod
Searching (X in Y) + Int mod
Find Traps (X in Y) + Wis mod
Foraging and Hunting (various) + Wis mod
Languages (X in Y) + Int mod
Sleight of Hand (X in Y) + Dex mod
Stealth (X in Y) + Dex mod
Tinkering (X in Y) + Dex Or Int mod

So as you can see, by doing this, the base chance would go up once the ability modifier was applied, so i'd like to change the die type to accommodate that and ensure that the specialist's skill set is still protected.

Does what i'm prattling on about make any sense to anyone other than me? wink

What it comes down to is that i find the X in Y subsystem a very elegant and quick method for doing pretty much everything none combat related, and so want to make it work across the board. Whereas now it is added to some things (break doors) but nothing else.

i also think that increasing the die type would allow the referee to set the "difficulty" with a little more room to wiggle.

So anyway, if anyone has any input i'd love to hear it.

Last edited by discuit (2011-01-27 01:11:54)

Re: How do i/we.....

Introducing such a thing as an official rule would almost invite further official explanation, examples, and eventually hard-and-fast rules for a whole bunch of situations that really shouldn't be hard-coded rules... that's a road I really don't want to get started on.

Re: How do i/we.....

JimLotFP wrote:

Introducing such a thing as an official rule would almost invite further official explanation, examples, and eventually hard-and-fast rules for a whole bunch of situations that really shouldn't be hard-coded rules... that's a road I really don't want to get started on.

I can understand that 100%!

Maybe then you, or anyone reading this for that matter, might be able to help me with a slightly different option?

That being, how would you go about incorporating characters ability modifiers into your current skill system? Basically do to all the skills what you have done to Open Doors in the current rules (adding the strength bonus to the chance of success) without "breaking" the rest of it?

I guess for myself and our group it seems odd that strength modifies opening doors, but not climbing, or why none of the other attribute bonuses affect these skills in any way.

Is this doable without changing too much in your opinion?

Thanks in advance.

Re: How do i/we.....

Discuit, is this causing you a problem in play, or are you and your friends turning this over because of how you're perceiving the problem on paper?

Re: How do i/we.....

We've only played 2 sessions, but i will admit that although it hasn't caused anyone to leave the table or anything, it has bothered most of the group (one was indifferent), that their ability scores seem to be irrelevant even when doing activities that they feel they would directly apply to. This was just made a little worse by the fact that an ability modifier applies to one of the skills yet not the others, does that make sense?

I have no doubt that all this stems from all of them coming (like me) from predominantly "modern" rpg's, but all of us want to keep exploring all the great old adventure modules, and as whole love the feel of the older games and the niche protection therein. I think maybe we are just looking for consistency where it doesn't belong?

Re: How do i/we.....

Languages uses the INT modifier so it's not just Open Doors that uses a modifier.

I would think that using DEX as a modifier for Sleight of Hand (for one example) would devalue the Specialist as a class, as even a first level Specialist who puts points there should be better than a high DEX character who is untrained.

Basically, people with high STR or DEX get enough benefits elsewhere I think without messing with the Specialist class foundations...

Re: How do i/we.....

Discuit, you could use the ability scores to help you adjudicate the success of actions, even when you're not applying any mechanics to a roll - the strong guy might automatically lift up a heavy barrel that the 9 str guy couldn't budge.

I try not to use "skill checks" as much as possible, but one thing I've done is using 2d6, 3d6, 4d6 etc as a roll and having the characters roll under their ability.  That's mainly for cases where there's a real need to randomize and I feel it can't be handled purely through a ruling.

Let's say they have to walk across a narrow beam over a chasm - maybe it calls for Dexterity type checks to avoid falling.  If the beam is a few feet wide, maybe I have everyone roll 2d6 under their dex (folks with high dex won't lose their balance at all); if the beam were only a few inches wide, maybe it'd be 3d6 under dexterity - much higher chance for the average people to slip.

I like 3d6 because the curve puts most of the results around 9-11, as opposed to a straight d20 which is linear, and turns it into a percentile roll.  A dex 16 person would have an 80% of making across the beam on a straight d20, role, but like a 95% of being lower on 3d6.

Re: How do i/we.....

Cool idea, Beedo.