151

(4 replies, posted in LotFP Gaming Forum)

That reminds me that Cthonic Codex from Lost Pages also has a wizarding school thing going on. It's as close to LotFP as you can get, right now.

152

(2 replies, posted in LotFP Gaming Forum)

First off, it helps to think of things as more "free form" in LotFP than in some other incarnations (mainly 3rd/5th D&D, Pathfinder).

Basically, don't worry too much about moving/actions/half actions. Have players tell you what they want to do, and if it seems reasonable, allow it. If it seems risky, give a penalty to their roll, or give them a percentage chance to fail.

There is no "attack of opportunity." When moving past an enemy, you will have to communicate that enemy's willingness/ability to stop the players. Someone just standing there may not be able, or care to, stop a PC trying to run by.

In the case of the orcs, you can just say, "These orcs are clearly guarding and don't want you to run past." The players can then come up with ideas or plans to try to get past, you determine their chances, and they face the consequences of failure. Obviously, they have better chances if it's a 30' wide space than if it's a 10' wide space, depending on their plan.

There are some official rules for charging, but I can't remember them. Some weapons (lances) are especially beneficial for a charge. The easiest is to just give a bonus to attack and a penalty to AC.

When I do combat, I do it like this:

Each side rolls initiative (players go in clockwise order taking turns rolling for each round, so each gets to apply their penalties/bonus for the whole group). Then I ask who is casting spells, all players declare spells, and I let them know if they see an enemy prepping a spell. Then ranged attacks happen first (assuming they were locked and loaded), then melee attacks, then spells that were declared at the beginning of the round trigger, assuming the spellcaster was not damaged by now. (Note, of course, that each character can only do one of these things, cast a spell, ranged attack, or melee attack.)

Moving, dropping weapons, yelling things, etc., all happen within that at the appropriate time, within reason.

I didn't notice the rule about spellcasters being "helpless." I just use their normal AC and count any damage as spell failure.

153

(5 replies, posted in LotFP Gaming Forum)

I do not. Battles are a bit more loose and abstract than in 3rd/4th edition d&d. I describe the scene, players describe what they do, we roll dice. Repeat.

Battlemats could be used to add mood, I suppose, but in general mats and minis are more important if you have combat maneuvers that rely on distance, flanking, etc.

154

(5 replies, posted in LotFP Gaming Forum)

Here's my simple fix. Players can can choose to be a M-U or a Cleric at character creation. Mechanically they are identical, except M-U use Charisma for their spellcasting save, while Clerics use Wisdom. This allows a character with either a high WIS or CHA to be a spellcaster.

This also allows them to be affected by things that affect either M-U or Clerics (such as the bonus spells available in England Upturn'd) and those times when a module calls out specific classes.

155

(4 replies, posted in LotFP Gaming Forum)

Nice! I would prefer that the players have to break into and steal something from such a "wizarding school."

156

(9 replies, posted in LotFP Gaming Forum)

If this thread is referring to the magic items (and monsters) that were being developed for the upcoming Referee book, then no, they have not been released yet, but will be when the Referee book is finalized.

Some of the "rejects" were included in issues of The Undercroft. At least one issue was dedicated to monsters and another to magic items.

157

(7 replies, posted in LotFP Gaming Forum)

I believe all print copies of GDF6 are sold out and the PDF is being prepped now.

158

(2 replies, posted in LotFP Gaming Forum)

Yes!

I have an extra, slightly beat up copy that I let the players use.  We probably don't need it anymore since I'm using a combination of multiple rules iterations + house rules (and I still have my own copy). I'd much prefer to trade for something, but would be willing to sell if that doesn't work out.

I missed out on the Better Than Any Man crowdfund, so I don't have any of those reward books in print, nor any exclusive stuff released before that. I think I have everything from the next crowdfund and forward.

160

(9 replies, posted in Crowdfunding Forum)

I know this is an obvious statement, but things only have value if someone is willing to pay for it. Even though it was attained for free, if someone is willing to pay $20 for it, then the buyer is happy that someone has made this previously free product, which is now more or less "unattainable," available to them again.

The seller went through the effort to get the book. I got mine, but I went to two different stores.

So, would I do it? No, not unless I ended up with something and then later decided I didn't want it.

Does it bother me when others do? Not really.

I'm thankful that I was able to secure a copy through LotFP before RPG day, so I didn't have to stress about getting my own copy. Luckily, this year it was easy and I was able to get an extra copy for my players to share, so I can keep Cheeto fingers off my signed copy. wink

161

(5 replies, posted in LotFP Gaming Forum)

Right now, you have to make them up.

However, whenever the new Rules & Magic book is released, I'm pretty sure they will be provided.  Not sure if there are any plans to provide them earlier, or if there will be community involvement (as likely a number of people will be making up their own miscast tables between now and the time of the new rules book release).

If you can get your hands on one of the playtest documents, you can get the new version of "Cure Light Wounds."

162

(3 replies, posted in LotFP Gaming Forum)

I do not think any info is given in the rulebook (and this is one of the few criticisms I have of it - it assumes you know what old school RPGs are like and there's a lot of equipment that isn't explained...)

Iron rations generally don't spoil unless something supernatural, or otherwise extreme happens to them (like the character is submerged in sewage or something).

Examples of Iron Rations might be things like beef jerky, hardtack, cheese encased in wax, etc.

Standard rations are things that will spoil, and do so quite quickly in a dungeon environment.

Examples of standard rations are things like an apple, a radish, french bread, a piece of cheese, raw or uncured meat, etc.

163

(7 replies, posted in LotFP Gaming Forum)

Okay, now that I'm looking at the pages in question, there definitely is a typo, or inconsistency.

Either, 1) nobody has any points in sneak attack, so...
-If Specialist puts 1 point in it, they get a +2 to sneak attack.
-If Specialist puts more than 1 point in it, they now get the damage multiplier in addition to the +2.

Or, 2) everybody has a 1 "starting value" (ie, no "points" put in it) in Sneak Attack, so...
-If Specialist puts 1 point in it, they now have a value of 2 Sneak Attack, which gives them the +2 bonus to attack (because they put at least one point in it) and a x2 multiplier to damage (because that's their sneak attack value).

I guess play it the way you want?

164

(7 replies, posted in LotFP Gaming Forum)

Basically, 1 in 6 sneak attack is useless, and it's merely a mechanical artifact so that when a Specialist puts a point in it, they now have a 2 in 6, which now doubles their damage.

Or, to put it another way, all characters start off being able to multiply their sneak attack damage by 1. Specialists can put more points (they get the free 1 just like all other characters) to double, triple, quadruple, etc., their damage.

165

(6 replies, posted in Crowdfunding Forum)

Well, the art for it is done, since that was shown during the crowdfunding campaign.

I think it's safe to assume that we won't see, or hear, much of the referee screen until the referee book is in it's final stages (as in, all the rules are set in "stone" and no more editing is to be done). Seems near impossible to finish them in the reverse order.

However, another possibility is that we might not see the referee screen until the new edition of the Rules & Magic book has been finished, or at least finished enough that the referee screen won't contradict whatever new rules are used in that.

On the other hand, I'm pretty sure the referee screen is a low priority for James (and most OSR GMs in general) as rolling dice in the open is preferred. Also, the revision of the Rules & Magic book is years off, and apparently people are already quite concerned about this referee screen, so, that puts the odds heavily in favor that it will just come out at the same time as the Referee book and "who cares if it meshes with the new Rules and Magic book or not, let's just get this thing out ASAP" will be the prevailing attitude.

The explanation for spell research is on page 82 of the rules and magic book.

1) Adding a new spell (let's say they found a spellbook and want to get the spells from it into their own spellbook):

-First, look at the chart, for a first level spell, it will take 1 X 1d3 days.
-The player says how many days they will spend doing this, if you're me, you will alway say 3! If you're one of my players, you will say 2!
-The Referee now rolls secretly. They roll a 3.
-The player pays 10 sp per day, depending on how many they declared (so I would pay 30 sp, my player would pay 20).
-The Referee declares if they succeeded or not. So I would have succeeded (no matter what the roll, since I played it safe and went for the maximum time) but my player failed because he spent 2 days researching but it would have taken 3 to do it correctly.

All of the above assumes we are using a library worth 1,000 sp (because it's a 1st level spell).  If we are not, then the time would be doubled (so I would need to research 6 days in order to be guaranteed a spell.)

Libraries and Laboratories are explained more on page 83.

---

As far as spell acquisition, you can do whatever you want!  I'm currently letting a bunch (all determined randomly) at first level, and then they can gain another at every odd level (again, randomly).  If they want to learn a particular spell, then they have to research it or get it somewhere else.

I allowed one of my players to transcribe from a spellbook while riding in a carriage traveling across England, and I would also allow it on a ship.

I agree that we generally play as if each roll is a "swing" so to speak (at least at my table) as it just seems to feel natural in describing things.

After trying many systems, I've settled on this:

Each side rolls initiative each round, players take turns rolling, applying the bonuses/penalties of their PC, players' side wins ties vs. enemies.

Spells are declared in initiative order (ie, winning side decides, then losing side).
Ranged attacks go off in initiative order.
Melee occurs (for those who didn't use ranged weapons) in initiative order.
Spells take effect in initiative order.

Reroll initiative.

Note: those who win initiative can know a bit about what the other side is doing - they can see who's taking aim with weapons, who's uttering a spell, etc.

I'm trying a whole other weird thing with damage and hit points, and not sure if it's worth reporting on before I actually see it in play!

168

(4 replies, posted in LotFP Gaming Forum)

Maybe letting each play 2 characters?

Also, check out "Scarlet Heroes." It has some adjustments for making OSR modules into single player (ie, 1 referee and 1 player) that might also work for 2 players.

169

(7 replies, posted in LotFP Gaming Forum)

The response seems generic, uses the words "favorite" and "artists." "Me too" is a common response to "I miss <topic>."

Again, I'm no expert, but I assume a bot works by drawing from common phrases and answers, and cut/pasting parts of the original in their response.

170

(7 replies, posted in LotFP Gaming Forum)

I'm certainly no bot expert, but I would guess maria_cristina is not a real poster. All five of her posts range from nonsense to meaningless. They copy words from the original post, are in broken English, and lack follow through. (For example, how would someone "share" adventure 10 exactly? And if she can't start a game in Atlanta, is she interested in joining one?)

Perhaps someone is just experimenting with their spam/bot software...a sort of Turing Test.

You could also provide a few henchmen, laborers, a link boy, etc., and as the PCs die, one of these nobodies steps up to be a "hero."

(Although, in my campaign, this has become overused so much that now every hireling is hooded, is of unknown gender, and goes by a nickname instead of their given name...it's amazing how many Magic-Users spend months cleaning up donkey shit before offering themselves and their power up to the adventuring party! wink

172

(70 replies, posted in LotFP Gaming Forum)

One thing that I make clear to my players is that I'm pitting them against the module itself and that it's not me coming up with this stuff they have to deal with.  I make it clear that I'm on their side and want them to win and overcome these obstacles (at the same time, they also know I think it's hilarious when they die in crazy ways).

Sometimes when they have a choice that has serious consequences, I make sure they have all available info, then have them repeat what they're doing very carefully.  Then, in some cases, I can pick up the module and read directly, "If a character..." and it's exactly what they just did.  They can see that the module itself anticipated their poor choice and they're about to pay the cost.

Some of my players do complain a lot, but I've done some things to make them feel better about their chances, like beefing up their characters with unique abilities and I have a sort of hero point system (I call them "Raggi Points"); they gain 1 Raggi Point each time their character dies or they experience something from adventure 10.  They can use these points on a character to get random permanent bonuses, like a better save, more skill points, +1 attack, etc.

I have found that all these super powers and beefed up characters has slowed the deaths/TPKs only slightly, but has resulted in more player confidence and goodwill.

173

(8 replies, posted in LotFP Webstore Forum)

The print copy does not, so I would assume the PDF won't either.  That is an awesome cover though!

174

(11 replies, posted in LotFP Gaming Forum)

In some of the older modules, stats are missing.  I think it's assumed you would use Labyrinth Lord or Basic D&D stats.  You can google search for these.

Also, you may be eligible for at least a PDF upgrade.  I would e-mail James Raggi to check on that...

I'm sure people have, but I am so disinterested in having races other than humans as playable characters that I haven't bookmarked those resources.

LotFP is moving toward an all human setting, with only three classes (Clerics and demi-humans being moved to the appendix). I think your best bet is to find another OSR ruleset that does this and just latch it on to LotFP.

Alternately, you could just come up with the races you want to use, figure out what's different about them, and let your players choose from that.  Or, even let your players decide, with your approval, would advantages and disadvantages being a dwarf would have and just tweak their abilities to match.