I ran Numenera for a bit using it and liked it, but I haven't ported it over to an OSR game yet. (I currently use a wildly different house ruled system and most healing is done through alcohol, drugs, and desserts...)

I always liked Numenera's simple rest system. For each 1 day period, a character can take three rests. The first can be during a combat turn (10 seconds), the second a 10 minute round, and the third an hour.  They get 1 HD of healing.

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(2 replies, posted in LotFP Gaming Forum)

As with your other suggestions, I think this is fine, even though it's quite different from what I do smile

I do agree with the idea that hit points represent both physical and mental "damage" and strain, not just wounds.

I have players completely reroll Hit Points each morning, adding half their CON if they had a good night's rest. Their max hit points is level X HD +1/2 CON. They can drink alcohol, eat sweets, and use drugs to add hit points a few times throughout the day.

So there really is no "healing" during the night, just a fresh start the next day (and, they even have a chance to have lower hit points the next day even if they took no damage - they're just having an off day.)

However, when they are reduced to 0 hit points, all damage after that comes from CON, which now lowers their HD. Their CON damage definitely has to be healed through rest and more extreme healing.

Enagonius wrote:

If I were to call for saving throws agains death to avoid falling down one more HP and have other characters help him avoid this fate, would you advice me to call for rolls on the helpers too? Or is spending their whole round helping the dying party member enough? We're not using the playtest Medicine skill. What would you advice me while not using this skill? What would you advice me while adding this skill?

So the helper would be stabilizing them so that they don't have to make death saves? I would say, unless you want players to invest in a medicine skill (giving them control over how good they are at stabilizing others) then it's probably fine to just have them spend a round helping. They also lose their DEX bonus to AC if they are attacked since they can't properly defend themselves.

Some other cool OSR systems you may want to check out:

17th Century Minimalist
Electric Bastionland/Into the Odd
Whitehack

In my opinion, the LotFP rules are fine (although I actually love the new version of spellcasting presented in VAM and EC) so I think it's worth checking out some of the systems above, especially for their streamlined combat. For me, it's the LotFP modules that shine above everything else - my LotFP campaign is dedicated to playing through them.

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(4 replies, posted in LotFP Gaming Forum)

Enagonius wrote:

Since it is a more (heroic) High Fantasy setting I'll let them regain conscious if magical healing raises them up to above 0 HP.

For grittier (but still heroic) experience I'll go with with AD&D-like: magical healing raises a character only to 1 HP and they'll need rest (or another spell) for further healing.

In (grim) Weird Fantasy settings I'll make magical healing possible to raise the target's HP above 0 but they'd still need to wait 1d6 hours to wake (in finer condition because of the healing).

For grittier (and grim) experience I'll go with "magical healing only works if the character has woken (after 1d6 hours) and rested for at least a night (to recover 1 HP).

Maybe I'm trying to hard-code the system too much?

All that sounds about right!

(I haven't had to worry about magical healing for a while - clerics get random spells just like Magic-Users in my campaign...)

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(4 replies, posted in LotFP Gaming Forum)

It's rare that someone would have magical healing in LotFP, which probably accounts for the lack of clarification. I would play it as whatever the normal rules for healing are.

That said, this is where you can set expectations as the referee:

Do you want players to be able to heal in the middle of combat and rejoin the fight, or do you want them to be out once their reduced to 0 or below?

Do you want them to have to rest in order to recuperate?

I think your house rule sounds good. Have you played yet? Have you had player deaths or is this more of in anticipation of how it will play out?

I'm almost at the point where my dying rules are gonna be: When you hit zero or less, you're knocked out of combat and are gonna die unless someone helps you after the combat's done. So basically you can live if your party survives, but if it's a TPK or they flee, then you're gone. (If you are saved after hitting negative, then there's a scar, -1 to a random ability score permanently.)

But...not quite there yet, still playing with various house rules too.

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(8 replies, posted in LotFP Webstore Forum)

I believe most are generally not restored, but I think there are a few who are restored and I think it says it under their specific description.

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(8 replies, posted in LotFP Webstore Forum)

So there's two different kinds of deaths going on here:

1) Players make risky or bad choices, which results in a bad thing happening to the PCs. In CC, I think the twins only come if they steal the tiara, right? This happened to my party - the group decided to leave it alone, except one player decided to sneak back and snatch it, which unleashed the twins on them. They were luckily able to defeat them. The party thought this was a random attack, only the thief who took the tiara knew it was likely happening b/c of his choice.

2) Bad luck (ie, you get the most deadly result on a random encounter roll, or some such thing). I was playtesting the new LotFP rules and made a survival roll for the party, which resulted in one of the PCs tripping on a rock and taking d8 damage. It was enough to kill them. They were not happy about this, especially since they made the choice to leave the dangerous dungeon and get back to safety.

Number 1 I'm not concerned with. If players don't seem to be getting it, you may want to reveal some of the behind the scenes stuff after they've finished with the consequences. Let them know that they would not have fought the twins if they hadn't stolen the tiara.

Number 2 does kind of suck. I think having random bad stuff happen is okay, but random death isn't.

At any rate, I've mitigated both of the above with a few things.

1) Instead of dying at 0 hp, instead the PC loses a permanent point from their CON, and a permanent point from a random other stat.

2) They have a Luck stat. This is an average of all their stats at character creation. From then on, they can burn a point from this stat to reroll any die. However, this is also their stat for initiative, running away, and figuring who the "bad thing" is going to happen to (ie, I ask all to make a roll and the one who rolls worst is the one that gets the random attack). I also use this for when they try something possible but risky, they just roll their luck and don't roll a 1 to succeed (this last one requires you to have unusual dice, like those from Dungeon Crawl Classics).

3) At character creation, they create four 0 level characters and choose one to put at level 1. They can bring the others along as helpers who can take on some of the risk, including, when running away, these are always the slowest characters. One or more might die, but it allows the leveled party to escape.

Doing just one of the above might be enough to give your players the boost they need to survive. I decided to implement the above b/c I found that the unavoidable instant deaths in LotFP were a lot more enjoyable to experience then the dying through hit point loss method, and my players started to be too afraid to interact with anything, so I needed to give them a bit more confidence to explore more.

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(8 replies, posted in LotFP Webstore Forum)

OSR/LotFP can generally be deadly - are they accustomed to this style?

(My players lost over 20 characters getting through Grinding Gear, but amazingly only one in Cursed Chateau.)

If they insist on fighting everything until it’s dead, they will have a hard time staying alive. You will have to adjust the challenge if you think they’re not enjoying it.

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(8 replies, posted in LotFP Webstore Forum)

Well, personally I'd run it for any level and any number of players. It's much more of an investigation and exploration rather than a "kill them all" kind of adventure. And there are some things in there that can be insta-death for any level character, but can be avoided through careful or clever play.

However, if you know they are going to be aggressive and try to kill the various undead they encounter, you may want to bump their levels up a bit, or provide them each with a follower who can help out or take on some of the risk.

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(1 replies, posted in LotFP Gaming Forum)

I believe there are no STR modifiers for damage in LotFP, and sneak attack only modifies damage, so there is no conflict there.

If magic is modifying damage, I would take it on a case by case basis - some magic may make sneak attack less likely or impossible. If it’s just a magic enchantment on a knife providing extra damage, I would say it happens before the sneak attack modifier.

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(5 replies, posted in LotFP Gaming Forum)

I do have a spreadsheet that has all official LotFP spells (including those from adventure modules, like R&PL and God That Crawls). It also has a bunch of other OSR spell sources, like Wonder and Wickedness and DCC. It ends up being just over 2000.

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(5 replies, posted in LotFP Gaming Forum)

1) I still use the base spells along with the VAM/EC ones, and if there's spell failure we just roll a d6. Many of them already scale with level, such as adding more targets, increasing range, etc. I've found that we're able to get by without much detect magic, usually it's pretty obvious, or if they start experimenting with something they might figure out some properties. Also, they can make an Arcane skill test to find out info about it. (I can't remember if the arcane skill is house ruled or in the playtest skills, but it's an easy add if you want them to have a chance at figuring out magic items.)

2) I use a slightly house ruled skill system, but one element that you could easily tack on to accomplish what you ask is: specialists get a number of temporary skill points (equal to their current level) that they can use each day to add to a skill check. So a 2nd level specialist would have 2 points they could use each day to modify skill rolls.

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(2 replies, posted in LotFP Gaming Forum)

In general you treat monsters like Fighters of the same level (Hit Die = Level) so the monster above would be like a 2nd level Fighter. This mainly only matters if you need to make saving throws for it.

To attack, just use the monster's Hit Die number as their attack modifier. So the monster above would roll 1d20 and add 2 to the roll. If it meets or beats the PC's armor rating, then it would roll 1d6 damage.

I recommend downloading the free Referee guide and looking at the section on monsters for more information and advice.

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(1 replies, posted in LotFP Gaming Forum)

My read is that they can only carry a passenger at 2nd level. (Basically, each level amounts to one passenger.)

I'm curious how this spell might break your world? For one, there is the chance the wind will drop the character. For two, they likely can't carry the whole party. For three, if they want to get back, they will need to cast the spell again, using up their spell slots (and/or risking miscasting) and risking the falling chance again.

Also, the spell specifically states a height and rate of travel. I use real world maps for my LotFP setting, so after calculating the height of travel, I would just draw a straight line to make sure the character isn't hitting any mountains. If they roll a particularly low height, they may even hit hills or manmade structures.

If you'd prefer not to do the above, then I think your idea of just giving a roll to see if they collide with something makes sense. Personally, I'd negotiate these odds with the player, since you are modifying the spell to make it worse.

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(4 replies, posted in LotFP Gaming Forum)

Welcome! I'm also one of the mods - mostly I just delete spammer posts, but try to help out with rules and other questions when I can.

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(1 replies, posted in LotFP Gaming Forum)

I have embraced the concept of giving XP to players for whatever I want them to do more of (ie, fun things!)

All of your examples seem like interesting adventure situations so I would give XP.

If they successfully complete an adventure, I will also reward a fair amount of XP even if they didn’t get much money.

I wouldn’t give XP for selling used equipment, stealing from common people, or performing menial jobs.

I sometimes give XP for magic items, if it seems like more of a treasure, it was for someone else, or the adventure was otherwise lacking in XP opportunities.

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(2 replies, posted in LotFP Gaming Forum)

I recommend downloading the free Referee book and checking out the monster section on page 48. This should give you a sense for how to adjust monsters.

I'm not super familiar with the details of B/X, so I can't provide specific advice. But in my experience, I just do a spot check of the monster and determine how to adjust whenever I'm using a module from another system, and it works fine. If you're off by a little bit it usually doesn't make a difference.

There is an official Facebook group: https://www.facebook.com/groups/lotfp/

There is also an official discord. You'll know it's the right one if you see "Weird Fantasy for Weird People" as the little icon representing it.

There are two unofficial MeWe groups.

I don't know about Reddit.

I believe there are official Instagram and Twitter accounts for LotFP, but I don't use either much, so am not sure how to point you there.

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(4 replies, posted in LotFP Gaming Forum)

Haha, the Veins of the Earth one is on there!

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(5 replies, posted in LotFP Gaming Forum)

I found it! I had to google "Lotfp Styleguide" and it was the first link...

Here is the post by James Raggi, and if you read through the thread there are suggestions for writing for LotFP (although I think you are right on target with what you've stated so far):

https://plus.google.com/112262093672917 … knpb6HfGcR

And here's the direct link to the PDF in case G+ is gone when someone else is looking at this post:

https://app.box.com/s/e1a3k1pnintwjfbafdsb469ak71cka6t

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(5 replies, posted in LotFP Gaming Forum)

I'm assuming since you're on this site, you are aware of the following (but linked, just in case):

http://www.lotfp.com/RPG/3rd-party-support

I actually do have a copy of an official style guide, but I'm not sure where I got it and a google search doesn't turn anything up. I may be able to post a link or details later. This mainly just explains how to format stat blocks and other sorts of grammar, punctuation, and layout requirements. It's only about 1 page.

As far as content requirements, the only thing that comes to mind is you probably shouldn't use any traditional fantasy races. Unless you've found an extremely creative use for them, your adventure will likely be rejected, or if it's otherwise amazing, you'll probably have to change them into something else (like the Orcs changed to "Pig-Men" in Towers Two).

There are two ways to pitch, I think:

1) Watch social media, forums, etc., and if Raggi announces that he's looking for something (new writer, new adventure, etc.) you might be jump in and submit your adventure, or even just a pitch, and he might approve it.

2) Once it's done, submit a pitch via e-mail. I believe the format he prefers is an overview, where you give an initial summary/introduction, and then summarize each section of the book.

Hope that helps!

My interpretation is that you think of the unit as a "10 foot square" (like when mapping dungeons). So most retainers would have a room that consists of 100 square feet (10x10).

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(4 replies, posted in LotFP Gaming Forum)

I created a digital screen in excel, and in addition to what you list, I found the following useful:

movement speed conversions (exploration, overland, etc.)
how long light sources last and their range (candle, torch, lantern)
terrains modifiers for bushcraft
XP per HD for monsters
Hazards (fire, falling, drowning, etc.)

Also, b/c I can never remember it, I include how long a turn, round, and segment are.