26

(6 replies, posted in LotFP Gaming Forum)

arjomanes wrote:

Thanks for the information, Cutter and Yuritau. Yeah I was thinking for purposes of fortresses, cities, and ships. I wanted to know how close PCs would need to get to a fortress/town/ship to start bombarding it. The numbers and comments here will work great for my purposes. Thanks!

I revisited my spreadsheet in a spare moment at work and found that I zigged when I should have zagged on one of the calculations that threw everything else off, so here are my revised figures, for you consideration.

SC    CN    HP    SP    EP    SR    MR    LR
                           
I    Falcon    1d6 (x10)    250    25    300    600    3,000
II    Minion    2d6 (x10)    500    50    750    1,500    7,500
III    Saker    3d6 (x10)    750    75    1,500    3,000    15,000
IV    Demi Culverin    4d6 (x10)    1,000    100    2,250    4,500    25,000
V    Culverin    5d6 (x10)    1,250    125    4,000    8,000    40,000
VI    Split Cannon    6d6 (x10)    1,500    150    4,000    8,000    30,000
VII    Demi Cannon    7d6 (x10)    1,750    175    3,000    6,000    30,000
VIII    Cannon    8d6 (x10)    2,000    200    2,000    4,000    20,000

Sorry it's a bit of a mess, my forum-fu is weak.

SC Size Category
CN Common Name
HP Hit Points
SP Silver Pieces
EP Encumbrance Points
SR Short Range (feet)
MR Medium Range (feet)
LR Long Range (feet)

27

(6 replies, posted in LotFP Gaming Forum)

Yuritau wrote:

...And then just make up range penalties if they make sense. Trying to hit a specific target at a range of 2 km with a Falconet, probably going to be a -4 or more on the attack roll. Indiscriminately targeting a large formation of enemies at a range of 2km with a Saker, no penalty, possibly a bonus.

I chose to conform to the Short/Medium/Long convention that Jim had adopted for ranged combat and in that regard I'd stick with the +0/-4/-8 'to-hit' penalties based on range that come with that.

However, for larger than man-sized targets, like formations of men, ships and walled towns (I'm looking at you Karlstadt...) I'm sure you could experiment with +2/+4/+8 style 'to-hit' bonuses based on size of target.

Ultimately it's your call arjomanes, whatever feels right for your game and players.

28

(6 replies, posted in LotFP Gaming Forum)

Yuritau wrote:

I would think that would depend largely on how far you can see, and how reliably you can read the wind, and on your understanding of parabolic flight paths.

But if you want to put numbers on it, try this,

Falconet/Falcon (d6) 88 175 1050 feet
Minion (2d6) 163 325 1950 feet
Saker (3d6) 313 625 3750 feet
Demi Culverin (4d6) 500 1000 6000 feet
Culverin (5d6) 1000 2000 12000 feet
'Split' (6d6) 750 1500 9000 feet
Demi Cannon (7d6) as 'Split'
Cannon (8d6) as 'Split'

You should probably round off some of the short ranges to whole ten's of feet if you like that kind of thing, I tossed this off on a spreadsheet and couldn't be bothered :-)

29

(2 replies, posted in LotFP Gaming Forum)

Judd wrote:

It seems like these two things are the same thing but I just wanted to make sure.

On page 157, Full Armor is listed as costing 1500sp and offering AC 18.

On page 27, Plate is 1000sp and offers AC 18.

They're the same thing?

Is the price a typo?

p.157 is the beginning of the 'Early Modern' appendix, if you read further into it you'll see,

"Medieval armor had fallen out of style; campaigns which use these firearms rules should increase the cost of all armor and shields in the basic equipment lists by 50%." p.162

So yes, it is the same thing, but in the context of the early modern era, it costs more.

skars wrote:

Haha oh man, thanks to your PSA I rescued mine from the same fate.

Then my work is done here :-)

If I recall correctly Carcosa was sitting on top of The Unknown Isle, and didn't stick to it, just FFS, which was on top.

It was akin to what I've seen happen if I leave photocopies in a plastic ringbinder on occasion, I come back months or weeks later to find the front and back pages have welded themselves to the interior of the binder.

I'm still blaming FFS for this, I think Carcosa was just an innocent bystander, though of course now that I think of it, the book sitting on to of FFS was fine too...

32

(8 replies, posted in LotFP Gaming Forum)

I don't know Jim's mind but my suggestion is...

Everyone except Fighters get a flat '+1' to hit bonus, just for being a PC (see R&M p.7).

If base AC is 12 then most folk need to roll 11+ on a d20, which makes the roll 50/50.

I'm guessing that appealed to Jim on some level.

I haven't been doing much gaming in the last few weeks for very boring logistical reasons, so my stack of LotFP has been sitting in the box they arrived in on a table in the living room.

I had cause to go hoking in the box at the weekend and found my hardcopy of Fuck For Satan had welded itself to Carcosa.

Taking great care I gently pulled them apart, but FFS lost some of the ink from its back cover and Carcosa now has a funky new 'border' on it's front cover.

Everything thing else in the box was fine, including the book which had been on top of FFS, so I can only conclude there must be some interaction between Carcosa's lovely-but-weird-feeling cover and FFS's ink.

Keep them apart!

34

(11 replies, posted in LotFP Gaming Forum)

JimLotFP wrote:

After the current workload is completed, the next thing will be a magic supplement that reworks things. It'll be a totally optional thing, and one of the options is the total elimination of the Cleric class.

Heresy!

Burn the Witch!

:-D

35

(14 replies, posted in LotFP Gaming Forum)

Ngometamer wrote:

Has anyone found a good LotFP compatible set of rules or articles on firearms? I'm looking for something in the early modern era, circa mid-1700s - I'm looking for flintlock musket rules, in particular, for an adventure/supplement I'm planning to write.

I'm not sure how compatiable they are, as I haven't had time to read them yet, but Straycouches Press are offering a Firearms supplement for Swords & Wizardry on a Pay What You Want basis, so you could check it out for nowt and then throw them a few quid if you like what you see.

http://rpg.drivethrustuff.com/product/1 … k-Firearms

edit: if for some reason you might be more interested in checking out the same thing for Dungeon Crawl Classics it'll cost ya three bucks.

http://rpg.drivethrustuff.com/product/1 … nzine-no-8

36

(3 replies, posted in LotFP Gaming Forum)

In the '90s we had a lot of fun scrabbling in the filthy leavings of a bygone civilisation, mostly looking for a d6 rounds of ammo here and there.

WotC's d20 Apocalypse had some nice ideas and tables for scavenging, and Pelgrane Press's Cthulhu Apocalypse discusses still being around once the stars have come right, if you're interested in that kinda thing.

37

(3 replies, posted in LotFP Gaming Forum)

You should go for it, if that's your inclination.

But given that Mutant Future provides everything a casual Reaver of the Wasteland requires, for free (sans art), why bother?

Have you got cracking idea for a new form of apocalypse or extra rule sections, like mad max style vehicle combat?

I'm glad you understood that, because I think I confused myself a little.

If I'm reading it right, a character can use their own Int Mod to help with a roll to save against a Magic-User's spell cast at them, but can't use their Wis Mod to help save against Clerical spells cast against them, because the Wis Mod can only be applied to non-spell saves.

However, the casting cleric CAN use their Wis Mod to reduce the chance to save against a spell they cast.

So one up for the cleric I guess.

All if that said, if you wanted to let a character use their Con Mod to resist poison, or their Dex Mod to get out of the way of a breath weapon attack, I don't think anyone is going to drum you out of the forum :-)

No.

A character's Int Mod affects HIS OWN rolls saving against magic and the rolls of enemies if he is a magic user targeting enemies with HIS magic, but it's not a party buff.

As for Wisdom, the Wis Mod can be applied to ALL non-magic saving throws for ALL characters (but only for their own rolls), and the cleric also applies it to the saving throws of his enemies targeted by HIS magic.

Yeah, our Fighter, who was recently running a lot of AD&D 2E, thought he got a damage bonus as well.  After thinking about it for a good, oh, 10 seconds we decided we'd let him have it.

I hadn't really given any thought to letting folk use the modifier for encumbrance purposes, probably give it a miss this campaign, as the main pack rat of the party is our magic-user, STR 5.  She'd be buggered.

I don't really mind fighters/dwarves being good in combat, but then our guys are trying to three-man BTAM at first level.  They need every edge going.

But as you say, may not be popular with pacifists, all optional.

Could do.

Or you could go crazy and let them use it as a damage bonus in combat.

Two of them do. If you have the latest Rules & Magic it's all on page 6.

43

(2 replies, posted in LotFP Gaming Forum)

Thanks for the clarification, probably general knowledge to a lot of people on the site, but a bit before my time with LotFP.

Roll on January 2019, makes my 48th birthday worth waiting for O.o

:-)

44

(2 replies, posted in LotFP Gaming Forum)

I know today should be all about marvelous success of the LotFP Ref Book project, but I stumbled upon this,

http://rpg.drivethrustuff.com/product/1 … e-Princess

through an excruciatingly unlikely series of events, and just thought WTF? Have any of you bought/seen/played this?

I'm guessing it bares no official connection LotFP, but does it have a spiritual one? LotFP in space?

45

(7 replies, posted in LotFP Gaming Forum)

I think you should go with exactly that, Gnomes aren't a race in their own right, they're what happens when a daddy dwarf and a mummy halfling (or vice versa) love each other very much.

Yuritau wrote:

Let us know if anyone dies in character creation! tongue

9 sets of scores rolled, 3 characters generated.

So 6 dead I guess.

Thank you for the confirmation.  We have character generation this evening, should be fun.

A player in tonight's game just emailed me this question, which I thought I knew the answer to, but then doubted myself.

Dwarves and elves get funky combat options like defensive fighting, parry and press, but fighters are the ONLY class to get a +1 to hit per level.

That right, isn't it?

JimLotFP wrote:

It's difficult business bullshit where I'm completely unclear on the line between shorting customers and shorting myself so I'm hedging bets.

No worries, I'm not going anywhere, already planned my indiegogo pledge on the intel available :-)

That'll be it then, my only reference at the moment is LFP1003, I better chase up a pdf of Grindhouse to tide me over until the new Ref's book gets done.

(5 minutes and a visit to DTRPG later...)

Anyone know where I can source a legitimite copy of Grindhouse on pdf, either Ref's Guide or the whole thing?