Ah, yes!

I was trying to suss this out while packing up to go home after a long day. This makes sense now.

Thanks for the heads up.

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?

I just got Green Devil Face #5 and I'm intrigued by the Natural 20's table and the new experience system.

I was thinking of making the Natural 20's a little smaller, basically, making it:

1 - Bestow an extra attack on an ally
2 - Take an extra attack immediately
3 - Foes must make a morale check
4 - +2 to your ally's morale
5 - +2 to your attacks against this foe for the rest of combat
6 - This combat is worth 10x the experience for your party

And Fighters can bump the roll on the table up or down one time for every Fighter level, maybe with keen stuff for 7-12 on the chart that will only be attainable to high level fighters.

Thoughts?

Has anyone used the alternate XP system? How'd it shake out for you?

I'm sorry, the above isn't what you were asking for.

This is what I jotted down for a random encounter table:

City Random Encounter Table

1) Corrupt City Guard 1d8 0-level humans led by a 1st level Fighter
2) Toughs looking for their cut (1d4 0-level humans, 10% chance of a 1st level Specialist)
3) Wizard’s creation gone amok (see Wizard’s Creation Table below)
4) Party of Adventures (1-2 coming back from their haul, 3-4 horning in on your haul, 5-6 setting up their own haul)
5) 2d20 0-level humans forming a mob to kill a monster in their neighborhood.
6) Monster on the run, looking to get out of here. 1-2 will pay 10d10 silver, 3-4 will offer money stashed outside of town, 5-6 will beg for help.

I've enjoyed using my tables more like oracles, giving me description and context, more for use on the train ride to the game to suss out the adventure in a notepad.

For example, in the game I ran, a city had a bunch of monsters living in its walls from an old law that was suddenly repealed. Now it was open season on them. When I wanted to make a monster I just rolled for a handful (2d4, 1d10) of dice to determine the following:

Monster Type
1 - Wizard
2 - Construct
3 - Vampire
4 - Refugee Deity

Descriptor
1 - Shadow
2 - Lightning
3 - Fire
4 - Deep Sea
5 - Insect
6 - Arachnid
7 - Pain
8 - Crystal
9 - Plague
10 - Moon

Then I narrow it down based on the monster type

Deity Refugee
1 - Cult
2 - Community
3 - No one
4 - Pantheon

Wizard
1 - Manor
2 - Tower
3 - Homeless
4 - Gang

Golem
1 - Gang
2 - Lab
3 - Scholars
4 - Merc Company

Vampire
1 - Coven
2 - Community
3 - Brood
4 - Isolated

And I'm off to the races with an odd beast and its context in a strange city.

Vance's Dying Earth and China Mieville's Bas Lag books aren't a direct link but they do capture a vibe too.

7

(8 replies, posted in LotFP Gaming Forum)

I use demi-humans but consider them a rare and dying breed.

I adapted a fantasy city I made up years ago but forwarded the timeline a few centuries, so the queen's law that had allowed otherworldly beings and demonic cults to settle in the city has been repealed, leaving the Adventurer and Salvage Union able to legally kick down monsters' doors and take their shit.

Firearms are right in.

Monsters are Flame-Princess-Weird, a welcome break from goblins and orc.

One more thing, the art is fantastic. I love the art choices and I'm enamored of the iconic trio of adventurers on this forum's banner.

Finished the book tonight on the train back home. Love the world-building in the spell descriptions. They really drove home the idea that magic is from outside this world, not at all a natural part of it and is therefor dangerous and not something that makes sense to our primate brains.

I'm jotting down notes for adventure ideas, which is always a good sign.

I wasn't making a judgment on dwarven stats or ability in combat. I was talking about their ability to make fuck.

I really like the elves as from an otherworld. It reminds me of Corum a bit, in the best of ways.

11

(219 replies, posted in LotFP Gaming Forum)

Hi, my name is Judd. I'm a 38 year old librarian who lives in Queens and works in the Bronx in NYC.

I've been playing lots of Burning Wheel in the past few years. I came by LotFP by way of Seclusium.

I'm looking forward to playing.

76 pages in to the Rules & Magic Player Core Book and things are standing out to me as particularly odd and cool:

Elves are effected by holy water. They don't belong in this world and barely belong in the game, right along with the impotent dwarves.

Protection Scrolls! Pushing clerics to ritual sacrifice...nice.

Summon (I peaked ahead): I feel like this spell being available to first level magic-user is a big reason the world depicted in the adventures is as fucked up as it is.

Retainers: Yes, you might need to hire folks to help you manage what you gain from adventuring but the system does not recommend taking up title. Taxes don't count towards XP, so who gives a fuck.

I'm enjoying the hell out of it, backed the Ref Book and can't wait to get a copy of the Grindhouse Boxed Set that I nabbed online.

More than that, I'm eager to get a game going, see the book hit the table.

If anyone has any tales about how these things have hit their table, I'd love to hear it.

Thanks.