Thanks! This is great!

2

(1 replies, posted in LotFP Gaming Forum)

Thanks!

JimLotFP wrote:

Really, that door is intended to kill a PC first off. I'm not expecting many to be wary about the front door.

... and I think the dead guy wouldn't have been much of a master thief if he got bit by the doorknob. smile

I get that it is. And I understand the reasoning behind it.

But I'm not a fan of "gotcha" deathtraps. And this one hits me as one of those.

Making Lorenzo fall prey to a trap that the PCs very likely may have fallen prey to makes him no more or less a master thief than having him fall off the tower as written. Master Thief! But clumsy...

Besides, if the PCs are being reckless, then they won't check the body. Trap gets one of them out of the gate. If they do, there's still a chance they won't put two-and-two together.

Either way, I feel it communicates the message that "this tower will kill you if you don't pay attention" as opposed to "random stuff will come up and kill you". I'm more comfortable in the former than the latter.

The one issue I have with Save-or-Die effects is when they come out-of-the-blue completely. I had the same problem with early editions of D&D too.

What I did to mitigate this problem is to give the PCs an opportunity to pick up on the "this thing could kill me right out". For example, at the front door of the tower, I'd make the dead thief dead as a result of being bitten by the door. The tower is already not a pleasant climb out of the box. And only a couple of lightning strikes should be sufficient to telegraph to the players that "hey, if you climb this thing, you're not gonna make it".

But having the dead thief be a victim of the doors serves another purpose, it gives the PCs a potential clue-in that the door is fatal.

Now, if the PCs just pass on by the dead guy without checking out the situation, they deserve what they get. And they'll get a heads-up of a different sort altogether. I don't believe in coddling players or holding their hands through something. But if something is going to be insta-fatal, I like to be able to present it as such without flat out telling the players "hey, this thing over here can kill you".

But the players that just go bumbling through a dungeon with no regard to their own safety... yeah, they'll be rolling new PCs all night.

5

(2 replies, posted in LotFP Gaming Forum)

islan wrote:

For instance, I say I picture someone took of the map that comes with it, and it looked like a bunch of brown and blue hexes of differing shades with what looked like nothing inside of them.  Does the map contain anything?

I'm assuming the map in question is the map included with Weird New World. Yes, there are numbers on the map. And terrain features. The numbers are in white, IIRC. So that might be why it's hard to see them from a photo.

islan wrote:

Does the final release product contain any updates of the free download files?  There definitely appears to be a lot of vagueness on quite a few things in it:  for instance, it says Elves are both Fighters and Magic-Users, but it only talks about its Magic-User abilities in its class description.  Also, what kind of limitations of equipment are there?

No updates of the kind mentioned. Elves are fightery because they get additional bonuses for Parrying and can Press (charge) and fight defensively. They don't get any other real bonuses in the Fighter end of things besides being able to cast spells while somewhat encumbered.

I'm unaware of any equipment limitations. I believe the game has no problems with Wizards using swords. But a wizard that is more than lightly encumbered can't cast spells.

islan wrote:

One question I suppose is more of a suggestion on design:  I notice that Fighters start off with a +2 attack bonus while everyone else gets +1, and unarmored opponents have an AC of 12.  Why not set the base AC to 11 and give Fighters +1, while everyone else gets no bonus?  Or does that have to do with 0 lvl characters getting no bonus, and 1st level characters of any class are suppose to be better fighters than?

Because that would put the other classes on the same level as NPCs in combat? NPCs really do get no bonus at all to hit. So it's nice that the PCs are at least 5% more competent at fighting than the average joe.

Something I noticed the other day...

On page 19 of the Rules pdf, the Halfling has no Saving Throws listed for level one.

The top line shows level Zero and the line after that shows Level "2-3".

I believe it should say "1-3".

Not sure if the printed book has this issue. I didn't check.

Thanks for checking up on that James. Burning Man explains a lot.

The boxed set finally arrived yesterday. It was shipped Priority Mail. And strangely (or not) it only took two days to arrive from Nevada.

The problem was I had been notified that it was shipped last Thursday. That would be September 2nd. I was notified by email and the status of the order changed as well.

But the package was postmarked September 8th. So the package essentially sat somewhere for 6 days. Glad I paid $12 for postage.

Not.

Lessons learned...

If I ever buy anything from IPR again (not likely), pay additional for the FedEx so I can at least track the package.

IPR customer service is non-existent.

This whole situation would have been alleviated if IPR would have responded to any of my attempts to contact them. Or if they would have mailed the box when they said they did.

Neither happened. Hence IPR has lost a customer.

And I have bought a non-trivial amount of stuff from them in the past.

Looking through the boxed set now. It looks great. Great job, James.

And thanks again for getting some word from IPR. I appreciate it.

Going on 24 hours since my last attempt to contact IPR. Still no response. I tried to contact again via the contact form on their site -- which is the only way I have of contacting them.

We'll see if this box makes it here this weekend. But I am thoroughly unimpressed with the customer service.

I would caution people from buying their boxed sets from IPR but it seems they're sold out. So silver lining and all...

I'll update this weekend if anything changes. At this point, I'm looking at the most expensive PDFs in the world.

Thanks poolboy.

My PDFs were not a problem. But I would've expected the box to have been delivered by now. Especially shelling out a fairly inflated amount to have it priority shipped.

This is frustrating because my rpg budget is limited and this was a pricy purchase for me.

And the radio silence from IPR isn't helping. Nor is the complete lack of a landline that I can contact and speak with any sort of customer rep.

I'm tentatively putting a "buyer beware" on IPR. I'm giving them 24 hours to respond to my contact. If I haven't heard anything from them, I'll contact them again. If I still don't hear anything back from them, this may get ugly.

Has anyone received a boxed set from IPR? It would be nice if someone could confirm that they've fulfilled an order.

I'll keep the forum updated as to my status. Hopefully the box will arrive today (1-2 days late but whatevs).

Hi all:
I picked up the LotFP boxed set Print+PDF bundle on Monday, August 30th through IPR (indiepressrevolution).

I've ordered from IPR in the past with no problems at all. I sprung for Priority shipping -- which is 2-4 days according to their site. In my experience that's a long estimate but whatever.

Today is Friday. It's been a week plus. The item was "Shipped" last Thursday. So no matter how I slice it, it's been over 4 days.

I contacted IPR via their "Contact Us" page yesterday afternoon. But I haven't heard anything back from them.

There's also no phone number on their website ANYWHERE.

Have I been scammed?

Because at this point I've dropped $80 for the PDFs.

Akiyama wrote:

I like Jeff Rients' idea of XP for spending treasure, rather than getting treasure. I think this idea was in the First Fantasy Campaign supplement too, which listed different things characters could choose to waste their money on.

I think it's genre-appropriate for PCs to be rewarded for blowing their treasure back in the city. So I'll be awarding XP for spending treasure as well. There will be limits as to what sort of spending would constitute an XP worthy expenditure.

Buying a Potion? No. Not unless it specifically relates to some story-goal and not a mechanical enhancement.

Wasting it all on booze and brothels? Hell yeah. I think Conan would reach out of the pages of LotFP:WF itself and slap me with his sword hand otherwise.

MutieMoe wrote:

That is inspired.

This.

Great idea, Geoffrey. Mind if I use it?

13

(219 replies, posted in LotFP Gaming Forum)

Howdy.

I'm 39 and live in Austin, Texas.

I started playing D&D in 1981 with the Moldvay-Cook B/X sets. I think that's one reason that LotFP appeals to me so much. That and my earlier group based almost all our campaigns off the writings of R.E. Howard. Seriously. We had a bunch of Conan books and one of us (a lot of the times me) would just read one of the Conan stories and change the monster. Ah, to be young...

I've lived all over the US. And, as a result, I've played in easily two dozen gaming groups over the years. As a result, I've played lots of games. My current group is a really great bunch of guys and gals. They're heavily into 4e but ready for something a little different. So I'm planning on taking them through an LotFP campaign to show them what these RPG things are really all about.

I've playtested for a few games. Mostly self-published types of games and I have another group here that's composed mostly of RPG and boardgame authors. They're good guys too and would eat LotFP up like nobody's business.

I worked on the original version of what was to become HeroQuest 2 with Brian Isikoff, Mike Holmes and Mark (?). All awesome guys. For some reason I can't remember Mark's name. I wrote a good deal of stuff for Brian's initial manuscript. Some art too.

C&C was the first game that got me back into the retros. I've since played Osric, OD&D and Labyrinth Lord. I've also read S&W and some others like Red Box Hack and Microlite74. I like LotFP the best because it works on evoking the mood and atmosphere that made those initial games of B/X so awesome for me. I'd been to a lot of the other games and they were fun. But I felt they were missing something.

I don't always agree with James online. But I think he's hit on one of the key elements that's missing out of 4e and a number of the retro-clones. And he's created this really awesome game around it. Long live the flame princess.

14

(0 replies, posted in LotFP Gaming Forum)

Yeah. I'm busy. Sorry. I don't mean to spam.

These rules are based on the Ritual Magic rules found in Ancient Auguries for Microlite74 and Hyborian Age D&D by Jason Vey, as well as some posts by Yakk on rpg.net. Credit where it's due because it's not all due to me.

These rules are for those other spellcasters. I could see it working for plot point style rituals. As well as spells pulled out of the depths of Conan d20, Call of Cthulhu d20 or the Black Libram of Natarus. Or Carcosa, for that matter.

It's unreliable and often ends poorly for the caster. Such is life. I mean, you wouldn't go performing heart surgery on yourself just because you had a book that showed you how. Would you?

My concerns are that it might be a little complex and a tad bit punitive. But I might be okay with that...

RITUAL MAGIC

Ritual Magic can be used by anyone with an 11+ in Wisdom (for Priestly magic) or Intelligence (for Arcane Magic). Wizards can research Arcane rituals from their spellbook, generally rolling equal to or below their INT mod on a d6. All other classes must use a library, scroll or a found spellbook -- generally needing to roll a 1/6. The DM can modify this roll up or down as he sees fit.

Ritual Magic: Material Costs
All spells have a material cost equal to their level(squared) * 50 gold pieces. This must be paid up front prior to casting the ritual. The materials spent cannot be recovered after the ritual is complete, even if the ritual fails. Some Rituals (defined by the DM) may cost more or less than this.

Ritual Magic: Casting Time
If the ritual is of a type and level that the caster can normally cast, the ritual takes 10 minutes to cast. If the ritual is not of a type (arcane/divine) the ritualist can cast or is higher than the highest level spell the caster can successfully cast, the ritual takes 10 minutes + 10 per level above the caster's max spell level.

Ritual Magic: Initial Hit Point loss
There is also a hit point cost for drawing the magical power to cast a Ritual…

  • Rituals that are less than or equal to the caster's highest level spell minus FIVE eat up 1 hit point.

    Tanadark the Stormy is a 9th level magic-user who finds a DM-created ritual that will light up the location of a hidden ancient tomb on a huge underground fresco that maps the city above. The DM determines that this is equivalent to a 1st level spell -- considering that Indiana Jones could pull it off. Tanadark is hardly taxed by this trivial matter and only loses 1 hit point working the ritual.

  • Rituals that are less than of equal to the caster's highest level spell but aren't five levels under burn 1 hit point per level.

    Sara Silvertoe is a 3rd level Elf who is casting Speak With Animals (a 2nd level Cleric spell) as a Ritual. She normally can't do things like this but she found a Scroll and you know what they say about giving an Elf a scroll… Casting the ritual will cost her 2 hit points.

  • Rituals that are higher than the caster's highest level spell but not three or more levels higher take up 1d4 hit points per level.

    So Martin the Hedge Mage (a 0-Level NPC) wants to cast Augury, a 2nd Level Cleric spell as a Ritual. To do so he'd have to roll 2d4 and hope for a low roll because he only has 4 hit points! Time to take on an Apprentice!

  • Rituals that are three levels or more higher than the caster's highest level spell gobble up 1d6 hit points per level.

    Tegwin the Ambitious is a 3rd level Specialist who is attempting to cast a 6th level ritual he found in a spellbook in a dungeon. He's truly ambitious because just casting that sucker will cost him 6d6 hit points! Prior to casting the spell, Tegwin decides to put some flyers up to bring in some of the local damsels for a few etiquette lessons. I suspect at least one of them won't be coming back...

Ritual Magic: Sites of Power
The die type of the hit point loss associated with the initial casting of the ritual can be lowered by one due to a variety of favorable circumstances such as being cast at a particular spot or under a particular phase of the moon or astrological event.

Ritual Magic: Sympathetic Magic
Effects can also be cast remotely using sympathetic magic. If a caster has an item belonging to the target, he can cast the ritual against the target from anywhere in the world by boosting the effective level of the ritual by one. The more important the item to the target, the easier it is to target him.

Ritual Magic: Assistants
The hit point drain of ritual magic can be shared by any number of willing ritual assistants but each assistant is cumulatively only half as effective as the last. So 2 of an assistant's hit points count towards 1 point of the cost. 4 of a second assistant's hit points count towards 1 point of the cost. 8 of a third assistant's… and so on.

The order of assistantship is determined first by spellcasting ability, then by the applicable attribute (Wisdom/Intelligence) to the spell being cast. So there's no ability to "stack" the assistantship by the number of hit points a potential assistant has. They'll fall into the progression by these criteria.

If an assistant falls unconscious or dies, it will not upset the ritual. As long as the primary caster remains viable, the ritual may continue.

Martin the Hedge Mage realizes that Augury is a bit out of his league. So he takes on an apprentice, Selby, who is a bright-faced, if socially awkward, boy who most likely doesn't know he may potentially die. Martin rolls his 2d4 and gets a 5! Lucky for him Selby is there. Unluckily for Selby he only had 4 hit points. Still healthy for an apprentice, though. Selby falls unconscious and Martin is left with one meager hit point. Hopefully both were paid well.

Ritual Magic: Sacrifices
Oh, you know we had to go there...

Beings of a non-Chaotic alignment with human or better Intelligence can be offered as sacrifices during the Ritual. Each sacrifice adds an additional 10 minutes on the casting time. A sacrifice will result in a pool of hit points equal to 10 plus the creature's level of hit dice. These hit points are drained by the ritual cost before any hit points are lost by the caster or his assistants. A sacrifice that is a female virgin (of the Sword & Sorcery variety) increases this pool by 3. A sacrifice that is willing increases it by another 3. So a nubile zero-level virgin that willingly offers herself to sacrifice nets 16 hp. The equivalent of an 6th level character!

No wonder they're in such high demand.

Multiple sacrifices may be offered. But each (as with assistants) is only half as effective as the last. So TWO zero-level virgins nets a hit point pool of 24 hit points (16 + 8). Not 32. And three would give 28, not 48. Any hit points in this pool that are not used up by the hit point cost are lost.

Tegwin the Ambitious abducts a young damsel under his tutelage and takes her away to the ritual site. He drugs her, binds her with rope and offers her as a sacrifice. Fortunately for him, his nubile offering had no barbarian boyfriends in tow. Also fortunately for him, he is casting from a site of power which drops the die he will roll for hit points down one. Unfortunately for him he rolled a 23 on his 6d4. Tegwin takes a non-trivial 7 hit points in damage (23-16=7). The young virgin, however, is dead.

Ritual Magic: We Have a Caster Down
If the hit point cost is high enough that it renders the caster unconscious or dead, a mishap of the worst variety occurs -- equivalent to something very nasty at an equivalent spell level to the spell being attempted.

If Martin's apprentice, Selby, had only had 2 hit points, the 4 left over would have dropped Martin to 0 hp and unconsciousness. And Martin would have had to roll on the Mishap table. This is why most 0-level casters hang out in the 1st level range.

But hey, you ask, couldn't Martin have squeezed a little more hp out of Selby? Sure, up to -3, in fact. But I would consider pushing an Assistant to negative hit points to be tantamount to a conscious act of murder. Wouldn't you?

And then Martin would have had to answer to Selby's family and clan. Or the townsfolk. Or the authorities. Or would just plain never get a decent apprentice again.

Ritual Magic: The Final Save
If the caster survives the hit point drain, he must roll a save vs. Magic. If successful, the spell is cast. If the roll is a 20, then extra oomph is given to the spell -- something beneficial and unexpected happens as a result of the casting. If the roll is a 1, a miscast is automatic.

If the roll fails, the caster can attempt to force the spell into being by taking a permanent step down the modifier ladder in CON. So from a +1 CON bonus to a 0 (or a 14 to a 12 CON). If this drops the caster to 0 CON, he dies. But the ritual is successful.

This is a hefty price for a reason. Rituals are capricious and bad for one's health. It's like smoking. With Cthulhu. Don't do it around children and pregnant women. And, for God's sake, open a window when you're done.

If the caster is unwilling to do this, then roll a d20, add the level of the ritual and consult the Mishap table below.

Tegwin the Ambitious has jumped the first hurdle. Although I'm pretty sure someone's going to come burning down his "etiquette school" in the near future. Now he must roll a Save vs. Magic to control the energy he's accumulated and pass it through the spell. His Save vs. Magic is 14 (he's a third-level Specialist). He rolls a 10. That's simply not good enough. Now he can either drop his CON mod from 0 to -1 (with the requisite attribute score drop) or choose to roll a mishap.

Turns out Tegwin isn't so "ambitious" after all.

So Tegwin the Formerly Ambitious and Now Dastardly Murderer rolls on the Mishap Table. He rolls a 17. Which may not seem so bad at first, until we add the spell level to it to get a 23. Tegwin transforms into a monster, rampages through the village for 6d4 rounds and then polymorphs back. Fortunately, Tegwin makes his save to preserve his attributes when he changes back. Unfortunately for him, he is naked and cornered by angry and horrified villagers when he regains consciousness. I think it might be time to roll up a new character...

Ritual Magic: Miscast Table (roll 1d20+Ritual Level)

1. Spell fizzles, no effect
2. Spell fizzles, no effect
3. Spell fizzles, no effect
4. Spell fizzles, no effect
5. Spell fizzles, no effect
6. Spell fizzles, no effect
7. Spell fizzles, no effect
8. Spell fizzles, no effect
9. Spell fizzles, no effect
10. Spell fizzles, no effect
11. Spell appears to fizzle. But instead goes off in 1d3 rounds with double effect against random target.
12. Spellcaster stunned, loses next turn. Spell goes off in 1d3 rounds.
13. Spellcaster stunned, loses next turn
14. Random ally stunned, loses next turn
15. Random lower level spell is cast. Determine target at random.
16. Lose number of spell slots equal to ritual level or can't cast spells for rest of day
17. Everyone loses LVL hit points. Caster loses next turn as well.
18. All non-Chaotic combatants are stunned and lose their next turn
19. Drop one point in random attribute
20. Random same level spell affects random target
21. Random monster of LVL hit dice is summoned. Remains in area for LVLd4 rounds.
22. Drop one mod in random attribute
23. Caster polymorphed into monster of LVL+1d3 hit dice for LVLd4 rounds. Roll magic save or returns from polymorph with random attribute dropped one mod
24. Lost in Time and Space for LVLd4 rounds
25. Swarm of tiny aberrant flies or creatures appears and viciously attacks everyone in Lvl x 10' radius of caster. Roll save vs. magic or lose LVLd4 hit points. Swarm lasts for LVL rounds. Roll save each round.
26. Drop one mod in random attribute
27. Random monster of LVLx3 hit dice summoned. There for good. Deal.
28. LVL/2 of random party members roll vs. magic or are Lost in Space and Time forever
29. Spellcaster goes boom. Everyone in LVLx10' area takes total damage equal to all levels of the spellcaster's remaining spell slots added plus the level of the ritual in damage. Roll save vs. Breath Weapon to take 1/2 damage.
30. Catastrophe. A huge cataclysm. Crops die. Fire rains from the sky. The dead rise from the graves. Roughly equal to LVLd6 damage to everyone.

How to Use the Miscast Table
Roll a d20 and add the failed Ritual's level. Adjudicate results and mark off that option. The next time that result is rolled, use the next result higher instead. Continue until all the spell fizzles between 5 and 11 are filled in. Don't worry about the others, mark them off as they are rolled. Then erase all of them and start again.

Don't let the players in on what you're doing. Just let them think there is this incredibly complicated random table behind the screen that they must fear.

* - Where LVL is indicated on the Mishap Table, use the Level of the Ritual being cast.

15

(0 replies, posted in LotFP Gaming Forum)

This also got posted over on rpg.net. I'm posting it here because this seems to be the place to be for LotFP.

Now that you've all endured my mad rhymes on to... The Ranger.

I wanted a class that sat squarely between the Fighter and the Specialist. Sort of a Fighter that could do stuff. Or a Specialist that could fight a little better. Hence, the Ranger.

I didn't want a class that would violate either the Fighter or the Specialist too badly. But I thought it wouldn't be too hard to "multi-class" the two and come up with something a little different.

Level | XP | Hit Points | Skill Points
1 | 0 | 1d6 | 2
2 | 1,800 | +1d6 | +1
3 | 3,600 | +1d6 | +1
4 | 7,200 | +1d6 | +1
5 | 14,400 | +1d6 | +1
6 | 28,800 | +1d6 | +1
7 | 57,600 | +1d6 | +1
8 | 115,200 | +1d6 | +1
9 | 230,400 | +1d6 | +1
10 | 345,600 | +2* | +1
11 | 460,800 | +2* | +1
12 | 576,000 | +2* | +1
13+ | 115,200/lvl | +2*/lvl | +1/lvl

Rangers get Parry at AC +4 and Defensive Fighting. Rangers do not get Press. But they can get a +8 to attacks with a bow after spending a round Aiming (instead of the normal +4).

Rangers cannot put points in the following Skills: Sleight of Hand, Sneak Attack and Tinkering. 

Rangers can put points into the Two Weapon Fighting skill regardless of what their Dexterity is. A Ranger cannot put more than 4 points in the Two Weapon Fighting skill.

A Ranger must choose a type of terrain: Swamp, Desert, Jungle, Forest, etc. A Ranger is at +1 to all skills for Foraging and Stealth in his chosen terrain. A party with a Ranger in it can only get lost on a roll of 2 on 2d6 in that Ranger's chosen terrain. A Ranger cannot choose "Dungeon" as a type of terrain.

Rangers also get a Track skill and receive a +1 when tracking in their chosen terrain.

Saving Throws
Level: Paralyze | Poison | Breath Weapon | Magical Device | Magic
1-4: 14 | 12 | 14 | 14 | 15
5-8: 12 | 10 | 12 | 13 | 13
9-12: 10 | 8 | 8 | 11 | 10
13-16: 8 | 6 | 6 | 9 | 7
17+: 6 | 5 | 4 | 7 | 6

###

House Rules for Two-Weapon Fighting

Two Weapon Combat
These rules replace the "Two Weapon Combat" rules on pg. 87 of the rules.

To get any benefit out of wielding a weapon in both hands, a character must have a Dexterity score of 11 or higher. A character receives a +1 to AC when wielding two-weapons and may choose which weapon to roll damage with on a successful attack.

A character with a Dexterity less than 11 should use the Two-Weapon Combat rules listed in the book.

Two Weapon Fighting (Skill)
A character with a 13 or higher in Dexterity may take the Two-Weapon Fighting skill. It starts out as 1/6 like other skills. The Two Weapon Fighting skill can never exceed the character's Dex bonus. So a character with a 17 Dexterity can have 1/6 or 2/6 in Two-Weapon Fighting. But not 3/6. To use, Two-Weapon Fighting roll a d6 along with the attack die. If the attack is successful, check the d6. If the d6 is a successful skill roll, add the result to the damage of the attack.

So a Specialist with 3/6 in Two-Weapon Fighting rolls an 18 on his attack roll and a "2" on his Two-Weapon Fighting skill roll. Assuming an 18 was a successful attack, he would add +2 to his damage.

One cannot use the Two-Weapon Fighting skill and benefit from the Two-Weapon Combat AC bonus in the same round.

16

(0 replies, posted in LotFP Gaming Forum)

I posted this over on rpg.net as well.

It's not a Paladin in the traditional D&D sense. I didn't want to give a Fighting-Man spells. But I wanted a Holy Warrior-type who could go out and do some stereotypical Paladin things. Well, mostly Smite "Evil".

The Aegis of Faith power was inspired by this anime a buddy of mine watches. In it they have these guys called "Defenders" who can plant their shield and protect their buddies. That's pretty much what it's meant to do. But I figure one of these guys can plant anything (a sword, a polearm) or heck just stand there and look mean or something.

I don't envision Paladins as being all that into the religious structure. Or even touched by the gods in that way that Clerics seem to be. I see them as either a highly specialized Fighter with a mystical bent (ala Jedi), the inheritors of some ancient fighting style (like the "Defenders" in that anime or Armigers in Iron Heroes) or maybe some poor schmoe that actually did cross paths with a god, like a Hexen or something.

Maybe they're part of a power structure that crumbled and they're desperately clinging to the old values -- like Ronin. Maybe they've just been given the power and opportunity to make right the wrongs they inflicted on the world (like Hexen or My Name is Earl).

Whatever the case, I'm certain that "Paladin" is the wrong word for them. But if I would have said "LotFP: Defender" I doubt anyone would have cared...

Level | XP | Hit Points | Smite Evil | Aegis of Faith
1 | 0 | 1d8 | 2/6, 2/day | 2/6
2 | 2,000 | +1d8 | -- | --
3 | 4,000 | +1d8 | -- | --
4 | 8,000 | +1d8 | 4/day | 3/6
5 | 16,000 | +1d8 | 3/6 | --
6 | 32,000 | +1d8 | -- | --
7 | 64,000 | +1d8 | 6/day | --
8 | 128,000 | +1d8 | -- | 4/6
9 | 256,000 | +1d8 | 4/6 | --
10 | 384,000 | +2* | -- | --
11 | 512,000 | +2* | -- | --
12 | 640,000 | +2* | -- | 5/6
13+ | 128,000/lvl | +2*/lvl | --

Paladins get Parry at AC +4, Press and Defensive Fighting.

Smite Evil works just like Sneak Attack, except the Paladin can turn it on at will against an evil opponent a certain number of times per day. The Paladin must announce he will be using "Smite Evil" before rolling the attack. Yes, a missed attack uses up one of your Smite Evils for the day.

Aegis of Faith is also a skill. The Paladin can forego an attack in a round and use his Aegis of Faith. With a successful skill roll, all "evil" enemies take a penalty to their attack rolls against the Paladin and any of his allies a within 10' semicircle of the Paladin.

Think of the Paladin as the "line of scrimmage". All those who advance in front of him or outside the 10' semicircle lose the protection of the Aegis. Those who remain beside him or behind him stay protected.

This magical effect has no duration. It lasts a single round. The Paladin can continue to hold his Aegis of Faith by re-rolling the skill in subsequent turns but he will not be able to make a second Aegis roll in any combat in which he fails an Aegis skill roll.

For both abilities, "evil" is defined by the same criteria as found in the "Protection From Evil" spell.

Saving Throws
Level: Paralyze | Poison | Breath Weapon | Magical Device | Magic
1-4: 14 | 11 | 15 | 13 | 15
5-8: 12 | 9 | 13 | 11 | 13
9-12: 10 | 7 | 11 | 9 | 10
13-16: 8 | 4 | 7 | 7 | 7
17+: 6 | 3 | 5 | 4 | 6

17

(6 replies, posted in LotFP Gaming Forum)

Here's what I'm hoping to go to the table with...

Two Weapon Combat
These rules replace the "Two Weapon Combat" rules on pg. 87 of the rules.

To get any benefit out of wielding a weapon in both hands, a character must have a Dexterity score of 11 or higher. A character receives a +1 to AC when wielding two-weapons and may choose which weapon to roll damage with on a successful attack.

For those with a Dexterity lower than 11, the original rule stands.

Essentially fighting with two weapons is no different than going into melee with a shield. This gels with my experience of going up against guys using a Florentine fighting style with a Quarterstaff

Two Weapon Fighting (Skill)
A character with a 13 or higher in Dexterity may take the Two-Weapon Fighting skill. It starts out as 1/6 like other skills. The Two Weapon Fighting skill can never exceed the character's Dex bonus. So a character with a 17 Dexterity can have 1/6 or 2/6 in Two-Weapon Fighting. But not 3/6. To use, Two-Weapon Fighting roll a d6 along with the attack die. If the attack is successful, check the d6. If the d6 is a successful skill roll, add the result to the damage of the attack.

So a Specialist with 3/6 in Two-Weapon Fighting rolls an 18 on his attack roll and a "2" on his Two-Weapon Fighting skill roll. Assuming an 18 was a successful attack, he would add +2 to his damage.

One cannot use the Two-Weapon Fighting skill and benefit from the Two-Weapon Combat AC bonus in the same round.

So someone who wants to forego the AC bonus to fighting with two-weapons can roll a six-sider along with their attack roll. If they roll a success on their Two-Weapon Fighting skill, they add the number on the six-sider to their damage.

I wanted to try to implement something easy. That held with the core assumptions of the game. And didn't step on any of the classes' specialties.