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(8 replies, posted in LotFP Gaming Forum)

Beedo wrote:

Hell yeah - sounds awesome.  Is there a good setting book someone would recommend?  I may need to finally check it out.

Any copy of Shadows Over Bogenhafen I've seen includes The Enemy Within, which gives a great overview of the setting. It's also one of the greatest adventures ever written.

Of course, it's out of print and can be pricey on eBay.

They're being taken by the spirit...

Actually, that's a cool image that isn't usually around in these games.  I *LIKE* it.

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(8 replies, posted in LotFP Gaming Forum)

Graeme Davis in a New York Minute.

Shadows over Bogenhafen and Death on the Reik are my two favorite adventures for a Fantasy RPG, PERIOD.

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(1 replies, posted in LotFP Gaming Forum)

Very nice.

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(7 replies, posted in LotFP Gaming Forum)

untimately wrote:

Jack, nice! Now it seems to be down to Gygax DMG or Dungeonesque Compendium rules. I would probably reroll fear of enclosed spaces or fear of the dark if I used your system because I don't really want to disincentivize dungeon crawls. Pretty much all the other options are great though.

The Second Edition of Warhammer Fantasy Roleplay had some neat takes on insanity as well, but you'd have to do a decent amount of porting to make it work for a D&D family game.

golan2072 wrote:

In a world where Law and Chaos have an in-game meaning, and possibly are opposed to each other, how can a Cleric (who is always Lawful) adventure in the same party with a Magic User (who is always Chaotic)?

Owing to the fact that alignment and morality are separated in LotFP, you can do this.  It's a fundamentally different worldview, not a code of behavior, per se.

From the Rules & Magic book (p. 21):

Alignment is a character’s orientation on a cosmic scale. It has nothing to do with a character’s allegiances, personality, morality, or actions. Alignments will mostly be used to determine how a character is affected by certain magical elements in the game.

The biggest difference is that the cleric will be fatalistic, owing any success to favor from above, while the mage will believe he can make his own luck.  How these characters act in any other manner is up to the PCs.

I was a HUMINT guy for 10th Group while I was at Carson.  Six months in CO and Six months overseas.  I didn't know how awesome Colorado summers were until it was time for me to get out!

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(3 replies, posted in LotFP Gaming Forum)

Neko--kun wrote:

(Cause, saying "Hey guys, I got this new game, now you all should buy a copy so we can play!" Probably works in Jim's dreams, but people tend to be a bit stingy when it comes to being told to buy stuff...)

Don't be so quick to say that...  I don't know if they have actually purchased them, but I've got two people in my three-man group right now saying they are going to buy the box.  They love the books (I've got four copies of the Rules & Magic for people to look through...) and while it's a bit on the pricey side, they love that they know it won't get splat-booked the way other games do.

I always missed this with deployments when I lived in CO (I lived there from Jan 07-Nov 10 and never spent an August there. wink)

I did make it to a Genghis Con once...

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(7 replies, posted in LotFP Gaming Forum)

My quick glance only noticed a few typos and such.  Functionally, they are identical to dwarves and elves, though?  I didn't see much outside of different appearances separating them from the originals.  Was that the intent?

If you are planning urban adventures, Vornheim is AWESOME for it.  I ran adventures in a small town of 1300 and it was very useful.  Some of the encounters and random tables will definitely need to be tweaked for your purposes, but many of the concepts are universal.

Got mine yesterday and it's even nicer than I expected.  The paper quality and the feel... wonderful.  Well done, sir.  Well done.

Kobayashi wrote:

Still waiting for mine (and Vornheim), the waiting is unbearable

Especially when I read all the reviews that are now online ^^

We park our cars in the same garage, my friend.

My fiancee and I have gotten a few wedding registry gifts ahead of the ceremony.  Every time I see a box on the porch I'm excited, then I see it's from Bed Bath and Beyond.

It's a despair only seen in French Art Films.

I'm debating scrapping the specialist and just giving each character Specialist-level skills.

Beedo wrote:

My box with Vornheim/Grindhouse hasn't arrived - hopefully it's any day now.

Mine neither.  The shipping gods are displeased with eastern PA, it seems... wink

And if you have the Grindhouse Edition try A Stranger Storm from the Referee Book, I want to say we did A Stranger Storm within four or so hours, and that was over Skype and DF Chat.  It might have stretched to six, but you can blame the communications media for that.  Since James ran it a few times, he can probably provide more insight into that.

From my experience (two runs) Tower of the Stargazer usually ends itself within a standard con slot.  Of course, with my players, it's been a TPK both times.  They aren't old school.

We'll have to wait for an official ruling from Raggi, but my thought on this is situation dependent.

If the opponent is in a Man-Catcher, automatic hits for max damage makes sense.  If they are magically slept or frozen, I'd say the traditional "coup de grace" instant kill is appropriate.  Anywhere in between, I'd consider giving a saving throw to determine if they can react quick enough to either take max damage (a successful save) or die (an unsuccessful one).

That's just how I'd run it.  Your mileage may vary.

Making every character a defacto multi-classed thief?  Interesting.  I kind of like the idea, myself.

[The bonecrunching sound of Higgipedia hating discuit's face for bringing up Kender]

Even though I *despise* Kender, I have only one constructive thought for you:  If you add bonuses, you're going to need to up the XP required per level.  The way it exists as written is based upon the Halflings getting, by far, the best saves in the game.  They just aren't good at much else, a la Tolkien's Hobbits.  If you start giving them bonuses, they should probably have to earn them, XP-wise.

Just a few thoughts off the top[ of my head:

If you give the dwarf and elf modified to-hit bonuses, why not give them for ONLY melee and ranged (respectively) attacks and not the other.  This would put the elf more in the Legolas-Bad-Ass-With-A-Bow and the Dwarf better toe-to-toe with the fighter.

The "problem" of overspecializing isn't really a problem as much as it's a reflection of what they are experiencing.

Early on, you might diversify, since you aren't sure what you'll be doing.  If you keep encountering a varied amount of situations, requiring a different set of skills, each time, they will continue diversifying.  If they end up needing some skills more than others, they will naturally enhance the high-usage skills at the cost of less proficiency in low-density skills.

It's just personal nature.

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(7 replies, posted in LotFP Gaming Forum)

Jim,

I think it's cool that you mentioned Anne McCaffrey.  By the time it gets to the Dragonriders series, Threadfall is as routine as El Nino.  It's virtually a strange weather effect.  Can you imagine the horror of the first Threadfall?  I'm sure it was handled in one of the books (I've only read Dragonriders and Harper Hall), but who knows how truly terrifying it was presented.

Can you imagine Thread if it were sentient?  Hmm... Maybe if I need a cataclysmic event for my sandbox.

Sorry for the threadjack.  Back to the original topic.  Weird megadungeons.  I think that one of the things that makes gaming Weird is taking a known trope and turning it on its head.  I'm sure I can come up with an unusual set of denizens and strange events within a megadungeon, but I'm not sure what could make the dungeon ITSELF weird.  Maybe if the megadungeon itself were a living organism (just not an organic one, lest the PCs figure THAT out too early).  Turns out what was thought of as a megadungeon is actually the innards of an ancient behemoth that event the Gods only speak of in whispers.

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(3 replies, posted in LotFP Gaming Forum)

JimLotFP wrote:
migellito wrote:

2- If the cleric would, due to level or other factors, have no chance of actually turning a given undead, would the creature still be subject to being held at bay?

ooo, interesting loophole. I'm of two thoughts.

If the spell can't work, the the holding at bay part won't apply either. The cleric's puny faith is not enough to deter the creature.

Or, in the spirit of "since it's now a spell and not a regular ability we want it to always be at least somewhat effective," the creature who can't be driven away has to make a saving throw or be kept at bay.

What do you think?

The game as written is pretty unforgiving, so I'd go with the former.  If I were coming up with something for D&D 4e, I'd go with the latter, since it's much more "balanced" and forgiving of players.

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(219 replies, posted in LotFP Gaming Forum)

Beedo wrote:

My name is John, 42 year old gamer currently living in eastern Pennsylvania (after spending the past 16 years in Colorado).

I'm moving from Colorado Springs to Stroudsburg, PA in three weeks.  Which part of Eastern PA are you in?