I would say just give them the extra skill points after character creation, give elves a random spell or two from the spell lists. Keep anything that doesn’t contradict the playtest rules and ignore what does.

I still use clerics with the new rules, and I have them operate identically to Magic-Users except:
-make magic saves using WIS instead of CHA
-they choose a religion or deity and use a holy symbol or book instead of spell book

If it’s important to your campaign that clerics have access to cleric spells, then you could easily just keep them like in the core book.

77

(2 replies, posted in LotFP Gaming Forum)

I think both of your ideas work.

I do something else: instead of a x in 6 chance, I just have PCs add their skill points to a 2d6 roll. Getting double digits is a success (10, 11, or 12). Getting a 2 is an epic failure, which could possibly result in death (if it makes sense). This allows a chance of success for those with 0 skill points, but also can make it very risky.

For some checks, I also allow a "success with complication" if they roll a 7-9.

78

(3 replies, posted in LotFP Gaming Forum)

First off, have you checked out Vaginas Are Magic or Eldritch Cock? The PDFs are available for free and if you go with the magic system presented there, then that may give you a more viable way to bring in the DCC spells and systems.

Regarding the DC# stat checks, I think you can handle them a few different ways. The simplest, just either convert them in to saving throws or roll under stat rolls. DC 8 Fort Save becomes a save vs magic, DC 8 Intelligence becomes a "roll a d20 and roll equal to or less than your INT score" and DC 7 Reflex check could be a save against device, or a roll under DEX score.

This is typically how hazards are handled in LotFP anyway, so you're just ignoring the various levels of difficulty and making them into straight up saves.

Now, the slightly more complicated way would be you could cross check the DCs with LotFP saves and figure out where the sweet spot is - like is a DC 8 similar to having a save of 12? then just give a bonus or penalty to the saving throw when the DC is harder or easier than the "sweet spot." Personally, I'd just go with straight up saves and allow half saves on easier DCs.

(If you use the new saving throw system from VAM or EC, then it's even easier - it's either a magic or non-magic save, and you always allow a half save.)

Eldritch Cock also features the new playtest rules, which includes a mechanic for Luck. You could use that and replace the one in DCC, or you could use the DCC one and just have players record it on their character sheet and use the rule as-is.

(I use luck in my games, but it's a bit different from both - players take the average of all their stats, and that is their initial luck roll. They can burn points from it to reroll like in DCC, but only get 1 new luck point when leveling up. To make a luck save, they roll the die matching their luck number (so if it's 11, they roll a d11 or a d12 and reroll on a 12) and if they roll a 1, they fail. This creates a fun tension between wanting as high a luck value as possible, while also wanting to burn points to get rerolls.)

79

(3 replies, posted in LotFP Gaming Forum)

I'm currently running a primarily LotFP rules (with lots of house rules) game, with some DCC blended in. However, I primarily run LotFP modules and haven't actually tried a DCC module.

I may still be able to help. Can you provide a few examples of the things you are finding difficult to convert when running a DCC module?

80

(3 replies, posted in LotFP Gaming Forum)

How often?

It depends on the module. I had over 20 PCs die when I ran them through the Grinding Gear. I think only 1 died when running a Red and Pleasant Land. I also never fudge dice.

Reaction?

Ranges from laughter to horror. Over time, it has resulted in less character investment for some players, while sometimes they still do get really attached to a particular character. They have accepted it as part of the game (well, those who still keep coming back each week).

Replacements?

I used to have them start making a new character right away and as soon as they were ready we'd figure out how to get them there. Maybe they are discovered by the party, maybe they are exploring the area and the rest of their own party got killed so they're joining this one...whatever it takes to get them there.

The  most popular method is to have one of their hirelings transform into a PC. After this became one of our tropes, the players even claim that all their hirelings wear hoods, so that when they step up to join the party, they pull off their hood and then the player gets to introduce them.

More recently, I have been doing the DCC thing where they make four 0-level characters, so they almost always have one to play if one dies. They can choose to level up 1 that survives, and the rest become followers to help the other character survive a bit longer.

Level?

Either 0 or 1st. If I think the adventure will be fun at 0 level, I have them all start off with 0-level characters (who are things like farmers, bakers, ditch diggers). If the adventure needs levels (like it's good to have a magic-user, etc.) then I make sure they each have at least one leveled character with them.

81

(1 replies, posted in LotFP Gaming Forum)

The first is correct (level 7 Cleric earns a level 4 spell slot).

I don't know if I have much feedback, but I don't see any issues with what you propose. Part of the fun is house ruling and making the game what you want it to be, and my own take is wildly different from yours! wink

I completely agree with the removal of the cleric, although it creates some issues when so many OSR modules refer to Clerics (even LotFP stuff such as England Upturn'd). My solution was to essentially make Clerics and M-U mechanically the same - they are both like M-U that use the same spell list, and the ruleset from VAM/EC, with two differences: 1) Clerics use Wisdom for their saving throw, while M-U use Charisma, and 2) Clerics can replace a spell with Bless (my own version: allows a normal weapon to damage chaotic creatures, or cures a curse) while M-U can replace a spell with a sort of Magic Missile (using the rules from Wonder & Wickedness).

Essentially, this allows players to choose to be a spellcaster if they have either a high wisdom or charisma, and allows us to keep some of the flavor of Clerics (as religious kooks) while ignoring the healing focus traditionally assigned to them.

I also support the idea of risky spellcasting and mutations and mishaps. I highly recommend The Metamorphica if you haven't already picked up a copy. It is my go to for mutations, curses, and blessings.

My solution to the lack of healing: PCs can eat/drink from a selection of things to heal a bit with each break/meal, light things like tea, chocolates, or coffee, heal a small amount but carry no risk, then things like beer and wine heal a bit more but carry a small risk, while harder drugs and spirits heal a lot but carry a larger risk.

I also created a spreadsheet that includes every spell from every book that I think has interesting spells...I think I'm up to about 2500 right now. Players look forward to getting to "roll" on this list! smile

83

(2 replies, posted in LotFP Gaming Forum)

I don't think most of what you suggest would dramatically change things. Although I don't fully understand what you mean by "have fighters roll an additional d20 per level." Does that mean they roll with advantage? Add all the d20s together? That would change things a lot... 

I think it's pretty easy to just fold in the spells and supplements and use whatever D&D set you want. Most Old School games are not meant to be completely balanced anyway, and dropping the AC from 12 to 11 only gives characters a +5% chance to hit a 0-level NPC.

84

(3 replies, posted in LotFP Gaming Forum)

I agree that the wording of the spell implies a diameter of five miles, however, I think the spirit of the spell might mean each gate must be within 5 miles of at least one other gate.

Ultimately, I think it's up to you as the referee to decide which version you want players to use.

85

(3 replies, posted in LotFP Gaming Forum)

Some other suggestions:

1) If it seems reasonable that a well-abled adventurer could make the leap, go ahead and let them do it w/o a roll. Maybe require they have light encumbrance to encourage some planning, attempts to throw their gear across the hold, or whatever.

2) If there's a good chance of failure, or perhaps if they want to leap across while wearing plate mail or carrying a 50lb sack of coins, then you could also do a d6 roll and on a 1 they fall hopelessly down the hole.

86

(4 replies, posted in LotFP Webstore Forum)

When you tried the lotfp e-mail address did you have the document attached in the e-mail, or a link to a shared folder? If it was attached, you may want to try just a regular e-mail to see if that gets through. Maybe the lotfp e-mail address is rejecting large e-mails or attachments?

87

(4 replies, posted in LotFP Webstore Forum)

When you had forwarded that to me, I forwarded it to James at the same e-mail address you were trying to send it to. It worked, and he confirmed he received my message. I responded back to you asking if you maybe had another e-mail address to try as it might be an issue with your e-mail. If you didn't receive my message, then I think there's definitely something up with your e-mail!

88

(1 replies, posted in LotFP Webstore Forum)

He isn't able to check the forums frequently, so you may want to give him a heads up via e-mail.

It is strange to see that other version pop up - especially since it had the correct cover photo for a while!

89

(3 replies, posted in LotFP Gaming Forum)

Page 38 of the Rules & Magic book: "100 coins counts as one regular item."

Gems are italicized, so they are a non-encumbering item.

Other treasure you'll just want to compare with other items on the equipment list and make a call.

Look on page 82 of the Rules and Magic under the "Casting Spells" heading. As mentioned above, there is no roll to cast a spell, it just happens.

I would also suggest checking out the two free spell collections: Eldritch Cock and Vaginas are Magic. In addition to a bunch of new, unusual spells, they include a more interesting method for casting and resolving spells.

Welcome to LotFP!

I'm going to answer your questions as best I can, but also direct you to some links for further research...

LotFP is part of the OSR scene, which means it's inspired by old school Dungeons & Dragons. (And by old school, I mean before 1st edition.)

There is no official setting for LotFP, but the publisher's preferred setting is real world earth, Early Modern Era (17th century), with a low fantasy emphasis and a higher emphasis on sci-fi and horror. That said, there are books published within LotFP that don't quite fit this setting (Carcosa and Towers Two stand out).

I think this is a complete list of everything available for LotFP:

https://www.rpgnow.com/product/193347/L … dle-BUNDLE

And you are right, we are still waiting for the new Referee book which provides NPC/monster stats and all those other bits. In the meantime, there is the original referee book for free as a PDF:

http://www.lotfp.com/RPG/

(You should just download all of the free stuff offered on the right side of this page!)

I like the setting implied by the publisher through the modules, and I think Better Than Any Man (offered for free at the link provided above) is a great place to start.

Here is a link to my blog, specifically to the post where I try to help answer questions for new people:

http://thegruenextdoor.blogspot.com/201 … ncess.html

If you and your players are new to old school role-playing, this book is free and an excellent introduction:

http://www.lulu.com/us/en/shop/matthew- … 59558.html

Finally, to answer your rules question:

If a character wants to seduce an NPC, you will have to come up with how that works. There is no official rule in the book. Here are two ways I might handle that:

1) If it seems reasonable that it would happen, just have it happen automatically and see where things go from there.
2) If there is a good chance of failure, and there's something interesting that can happen via this failure (like the target might stab the PC for their attempt, or turn the tides on them), come up with some odds - like use the PC's CHA bonus as their chance in six (so a modifier of +2, would be a 2/6 chance).

This highlights one of the differences between many modern systems and old school inspired systems. There aren't rules for everything. As the Referee, you have to decide whether something is possible, whether a roll is required, and how that roll is to be made. In general, only require rolls for actions have a chance of failure, and where that failure can bring something interesting to the game. (This is assuming, of course, the action being undertaken is actually possible.)

Let me know if you have more questions!

92

(10 replies, posted in LotFP Gaming Forum)

Grotas wrote:

Of course you can house rule, make tweaks to the existing game to get it as close to a version you want to play as you can. You can play whatever way you like. However – every alteration ads complexity, ambiguousness, confusion to players.

    There is nothing wrong with rigidity, stability. Change does not automatically mean it is good. I just like the way it is now, the new stuff will do no good for my playstyle and experience and will require additional effort from me as a GM and from my players (who like this system for its simplicity). Though I will still use LotFP for its mechanics (current one) I do not think that it will be the setting (or the base of it) any longer. And I will not be using the new ability scores.

Better Than Any Man came out over 5 years ago. It is exactly the sort of thing the publisher is going for (Early Modern Era, low fantasy, no demi-humans...). The last thing to feature any sort of demi-human was Vornheim, released before that.

Do you think the setting is going to be any different than that, or have you just gotten tired of the setting?

I guess I'm just confused why all the hub-bub when the setting is essentially the same it's been for the last 5 years, and all new stuff will stilll work with the rules that you are currently using and enjoy.

93

(10 replies, posted in LotFP Gaming Forum)

Andomedanaea wrote:

After further thought, I am even more against these changes than I was when I wrote the first post.
The new rules remind me too much of New School D&D, which I don't like. Not liking 3+ ed D&D made me seek out Old School stuff like LotFP.

I would be very interested in details re: how the new LotFP rules are like new D&D. I’ve played all editions from 1E through 5E, and don’t see the similarity.

I also don’t get the rigidity of the thinking that this is somehow a radical change to LotFP. The modules will still be designed to fit with other OSR systems, and you can just use the current rule book.

You understand that you don’t HAVE to use the rules as written right? I’m not currently, and I won’t when the new one comes out. But LotFP is still my preferred system.

94

(10 replies, posted in LotFP Gaming Forum)

Grotas wrote:

Wanted to write a short message about Playtest notes in EC, but Character classes and gaining levels section scared the shit out of me.

    One thing that is the biggest issue of mine with LotFP is the lack of character options (races, classes). I do think that 5e went overboard with classes and races and their special features (so many of them, and most of them are more or less variations of the same traits, skills), but the proposition to leave only 3 classes and no other races is extremely worrying for me.
    Do I understand correctly that the available option for race and class under the new model would be Human Fighter, Human Magic-User and Human Specialist? If that is so then it completely destroys the fantasy aspect of LotFP for me. These changes would definitely make LotFP something different but also almost completely separate and alien from other fantasy rpg games. Can it be compatible with others or its own adventures and supplements? If other races and classes are gone what is left is basically plain old Earth with some mysterious/horrible stuff happening. I don’t want LotFP to turn into “Basic Bitch” rpg with some weird fantasy stuff added.
    Decision to leave only Human Fighters, Magic-Users and Specialists would take away from the essence of fantasy rpg so much meaning, lore and depth and I cannot imagine what good it would do, what would be the reasons for that, what would be the goal of this change.
    When I play rpg games my characters always are manifestations of myself or some aspects of my inner psyche but they are never humans. The possibility to be a scaly dragonborn, a stout dwarf, a skulking elf, a hulking orc etc. is the reason why I started playing rpg games in the first place. Why would anyone want to limit it to only humans?     
    “This ain’t Tolkien” – that is correct. But take away Elves, Dwarves, Halflings, Goblins, Orcs, Druids, Clerics, etc. from the fantasy world and what is left? Really – what’s left? They, for me, are what makes fantasy – fantasy. Take away the fairy-tales and mythology (religion) from our world and there is no poetry, no passion left. What remains is dark superstitions, fear and brutal force of reality. And rpg games are exactly what we use to escape from the brutal reality of our mundane world.

        Woo, sorry for the long rant, but I like LotFP quite a lot and this – “Only Fighters, Magic-Users, and Specialists will exist. Demi-humans will not exist (this ain’t Tolkien), and neither will Clerics (the existence of divine power defines the cosmology of an individual campaign that is best left to the Referee, not a game publisher). – makes me extremely anxious about LotFP. What is the reasoning behind it?

    Regarding Ability Scores
    “Roll 3d6 for each ability score, in order <…> You may switch two ability score results if you wish. Reroll all scores from scratch if the total of all rolls is 54 or less.”
    I think there is no reason to roll in order if you can then switch two scores as you like. Fighters will always want STR/DEX and CON, MUs – INT/WIS and CHA. Ability to switch two means the roll-in-order is without any purpose. Roll no longer decides in any meaningful way the character you will play. Current possibility to swap one position gives the opportunity to have almost what you want instead of something not desired at all (or, if lucky – exactly what you want). And I like it a lot.
    No more modifiers in a “classical” sense? It is very confusing and much less intuitive than the system now in place. The new function of ability scores is very volatile – either it is excellent or disastrous. There is no middle-ground. And let’s face it – +/- 0 is still considered crap.

The only three human classes thing has been a long time coming for LotFP, per discussions on G+ from the publisher.

The demi-humans will be put into the appendix, so you'll still have access to them (along with Clerics).

Everybody house rules, there is nothing to stop you from using other races or classes in your games, and a few LotFP modules provide additional classes (Red & Pleasant Land, Frostbitten & Mutilated...)

The idea behind this change is to push the game into very low fantasy, and accentuate the real world horrors of the 17th century, along with the make-believe horror of Lovecraft, and others. There are MANY straight-up fantasy games, and this will actually help set LotFP even more apart from the herd, as opposed to making it "basic." This is why you find very few official LotFP modules with demi-humans.

The reason for the changes to ability scores is to make each matter more and so there aren't any dump stats. Switching two scores allows one to play the class they want, but doesn't allow for tweaking every aspect of the character. While I didn't end up using the actual mechanics, I appreciated the endeavor and it inspired my current house rules.

95

(10 replies, posted in LotFP Gaming Forum)

Clerics will be gone entirely (or relegated to the appendix, along with Elves, Dwarves, and Halflings).

I think Firearms and Ranged are different because during this time period more commoners were using firearms. They were easy to learn how to manage and fire. You have to actually be pretty good to use a bow.

I agree with the weapon damage. After I finished my playtest, I went with my own system.

I also agree about the saving throw system, although, in the playtest rules there should only be two saves: Magic and Non-magic. I also went back to a d20 roll, but now I do a half save on even rolls and a full save on odd rolls (assuming they roll equal to or under the relevant ability score). I also provide ability score bumps when leveling up so that saves can be improved.

96

(5 replies, posted in LotFP Gaming Forum)

I haven’t experienced anyone sitting out. Combat usually needs everyone to fight or run.

Someone on the Deliberations of the Punk Duchess Facebook group seems to be organizing a pickup and shipping from Seattle...

https://www.facebook.com/groups/DotPD/p … 205554742/

98

(11 replies, posted in LotFP Gaming Forum)

Better Than Any Man is long, but it's actually an interesting read. If you have the time, I'd suggest just reading through it even if you don't want to run it, and then use just a couple of parts of it for your mini-encounters.

It's basically a sandbox style book with many different adventure sites, NPCs, monsters, and encounters that could be pulled out and used by themselves.

99

(11 replies, posted in LotFP Gaming Forum)

Okay, I have a few suggestions...

First, I'll share how I introduced my players, all coming from Pathfinder, to LotFP:

First, we played A Stranger Storm, which is currently available for free in the Referee book:

-This includes a mystery to solve, lots of role playing and NPC interaction, and introduces the "unfairness" of LotFP - there is a 50% chance that a character is lost just by interacting with certain NPCs - but the kicker is, players may not know this until later in the session! There is the added bonus that players are very likely going to fight an exact version of themselves. They will learn first hand how to handle themselves in an exactly evenly matched fight.

Second, we played The Tower of the Stargazer:

-This module feels very much like a traditional dungeon crawl, except it features many LotFP twists. My players learned that they simply cannot save everybody and for the first time in their RPGing careers, actually abandoned their comrades to death. It was a rough but necessary lesson! smile

Third, we played Better Than Any man:

-This is the whole kit and kaboodle. Players will be required to analyze situations, NPCs, encounters, and monsters. Should we talk are way through this? Fight? Lie? Help them? They must make choices, none of which are "perfect" and then face the consequences of those choices.

Finally, we played The God That Crawls:

-This teaches the players how to manage food and light, that sometimes the monster is simply unbeatable and running is the only option, however, getting as much gold as possible is the only way to level up. They MUST learn how to run, track light and food, and encumbrance, while getting as much loot as possible and hoping to escape with their lives (and XP).

After these four lessons, I think the players were finally suited to LotFP and we've been playing weekly for the last 5 years! I wouldn't do it any differently if I had to do it again.

---

Now, if you are intent on creating mini-encounters and not using modules, here's what I'd do for a "balanced" monster encounter:

First, I think the assumption you made about giving the monster(s) the same HD as the players is more or less fair. Just keep in mind that in reality, monsters break all sorts of rules, so this is never a sure thing if you run a pre-made monster.

Second, you can use basically the same stats as the adventurers either combined into one monster or multiple monsters.

Third, give the monster some interesting powers that you know the players can overcome, but will take some puzzling to figure out.

For inspiration, check: Fire on the Velvet Horizon, the monsters in Better Than Any Man, or use one of the Slugs from the free Slugs book and adjust its stats. (It doesn't even have to be a slug, you could just use the stats on a different body...but, honestly, why shouldn't it be a slug!?:)

100

(11 replies, posted in LotFP Gaming Forum)

The quick and easy answer: there is absolutely no relationship between monster difficulty and PC level in LotFP or other OSR games.

Explanation:

The idea is that it's up to PCs to decide whether they can take on the threat or whether they should flee for their lives.

The monster they're facing might be 1 HD and easy to kill (but look absolutely terrifying). It could look like a small child and have 50 HD. It could look like a small child, have 1 HD, but turn anybody who attacks it inside out killing them instantly (or not killing them and now they are a horrific monstrosty themselves).

The primary focus of LotFP is NOT combat, so you will find there is little support for adventures where the primary concern is for PCs to go and fight and kill a monster. 

That said, it doesn't mean that you can't set this up for your players.

If you can answer the following questions, I may be able to guide you in the right direction:

1) Will your players (and you) be okay with the party being utterly destroyed by the monster?
2) Are they interested in a monster that might only be defeated through non-combat means?
Such as:
-procuring a particular item
-interacting with NPCs to figure out the monster's weakness
-interacting directly with the monster to see if it even needs to be defeated (can be reasoned with?)
-joining forces with the monster?
3) Are they interested in facing a few monsters and learning when to fight and when to run?
4) Would they be up for problem-solving and role playing over combat when defeating the monster?

Any other information you can provide?