Curious to know whether these were new or experienced players (especially regarding old-school play).


(14 replies, posted in LotFP Gaming Forum)

hunggokyan, I like how that idea leads to having lots of interesting creatures on the pyramid... especially if what allows the players to escape their cell also causes all the other creatures to be freed! Could make for some crazy random encounters.

However, I think that the players being alive after having organs removed fits perfectly with a weird fantasy vibe... how does it work? Well, maybe the players will be able to discover that, or maybe that process is a secret only the dog-headed men know.

Whoever was the leader of the witch hunt is actually a powerful magic-user himself. When he learned that another magic-user might be living in the town, he saw a threat to his power and orchestrated the witch hunt to eliminate this individual under the cover of many deaths.

However, he was unsuccessful. The other magic-user must have survived, and she is now planting that black paste secretly around town. If a 0-level character spreads it on his or her skin, then the person becomes a 1-level magic-user with random spells.

Underneath the town hall is a dungeon, either the lair of the first, powerful magic-user or the secret lair of the second magic-user, where she creates that black paste in an effort to challenge the power of the first.

There would be early investigation leading up to a dungeon crawl under the town hall.


(14 replies, posted in LotFP Gaming Forum)

Also, I think it would be cool if the structure of the pyramid were not made of steal but some unidentifiable material that seems like stone but acts like steal.


(14 replies, posted in LotFP Gaming Forum)

This sounds like an amazing idea... I might just steal it.

Do they actually have technology, or do they use advanced magic?

Definitely needs a good random encounters table for wandering around the pyramid.

How would mummies be represented? Human, alien, or both?

Maybe there are other human captives/slaves that the players can free... unleashing a chaotic series of events (which could lead to crashing the pyramid back to earth).


(2 replies, posted in LotFP Gaming Forum)

After my session today, I have started thinking about property.

Purchasing property seems very expensive... my players are working through Better Than Any Man. They began with new characters at 1st level, and while they will probably reach 2nd level in the near future, they will not have nearly enough money to purchase property.

It seems like players will need to reach around 7th level before they will have enough money to purchase property, and that assumes they have saved much of their treasure for purchasing property.

I envision the pacing of my campaign being drawn out... after my group is done with Better Than Any Man, we will play a few other RPGs, then pick up our LotFP game again after several months.

In game, I would like to "fast-forward" a couple months to a point where they are ready to embark upon another adventure. That seems like a reasonable way of pacing the game to me: mundane expenses drive the players to set out on additional adventures for treasure (because who wants to do real work).

Paying retainers would drain resources, as would monthly rent expenses. At some point, further into the future of the campaign, they might be able to purchase property, build libraries/laboratories, and make investments. But I don't see that happening until at least 5th level, unless I drop them a huge treasure hoard (or I have my numbers wrong).


(5 replies, posted in LotFP Gaming Forum)

Wikipedia probably has useful information...


... reading about harquebusier equipment is especially helpful. After browsing some of this quickly, I would allow buff coats to be worn with other types of armor, especially pikeman's armor (breastplate, essentially a cuirass).


(5 replies, posted in LotFP Gaming Forum)

Which is fine for NPCs, but the players are travelling to various locations and collecting armor as they go. I was wondering the other day whether the +1 from a buff coat could stack with leather or chain armor.

And players will be more than willing to pay the x1.5 cost if it means more protection.

I think the best ruling would be what seems common sense to the Referee. Is adding a layer of leather over chain armor going to provide significantly more protection? Does a the AC 16 for chain armor logically include greaves of some sort, and perhaps a matching helmet?

In the Rules & Magic Book pages 57 and 58 there are rules for casting spells in combat.

Quote: Spells with an instantaneous or permanent duration take effect right away. All other spells take effect at the beginning of the next Round before Initiative rolls are made. If a character has taken any damage earlier in a Round, the character cannot cast a spell that Round.

Reading this makes it clear that if a spellcaster takes damage during a Round before they have taken their actions, then they cannot cast a spell. However, what about if: 1) they take damage because an enemy acts after then during a round (do they not get to cast on the next combat round) or 2) how does this apply to spells that take affect at the beginning of the next Round exactly?

For example: We use group initiative, the party goes first, the spellcaster casts a spell that will trigger at the beginning of next round. When the enemies go, they attack, hit, and damage the spellcaster. Does the spell still take affect at the beginning of next round?


(8 replies, posted in LotFP Gaming Forum)

JimLotFP wrote:

The combination of Fighters getting +2 to hit to start, 0-levelers getting no bonus, and other classes in between, just felt like it had a lot of impact with base Armor 12. Didn't go any deeper than that.

That satisfies me.


(8 replies, posted in LotFP Gaming Forum)

Jim wrote:

It makes armor very, very effective against most characters.

Wait... I am not sure that really answers the question of why armor starts at 12 instead of 10. It does answer the question of why non-fighter classes have an attack bonus of +1 that does not increase (which I think is pretty cool by the way).

It's nice that the plate armor that characters purchase at first level doesn't ever need to be upgraded/improved for the entire game.

I only recently became interested in the Old School Renaissance. As a fan of Gothic and Lovecraftian horror, I find Lamentations of the Flame Princess a fascinating adaptation of the Dungeons & Dragons rules.

Being new to OSR and trying to get a feel for Weird Fantasy gaming at the same time presents a unique challenge, and I am having some difficulty putting together Random Encounter Tables (RET). I am trying to create a setting that uses traditional fantasy elements and branches out into the weird.

This is the outline for a RET I plan to use in a dungeon occupied by cultists on the lower levels.

Roll 1d12
1 - 4: 2d4 Cultists
5 - 6: 1d6 Goblins
7: 1d4 Humans (sub-tables to determine details about them, from Rules Cyclopedia)
8 - 9: 1 Abomination (custom monster fitting the cultists)
10: 2d4 Elves
11 - 12: 1d4 Ghouls

Suggestions for traditional fantasy monsters that work well in LotFP and comments on how my table is set up are welcome.

In addition, it would be great if people wanted to contribute examples of RETs they have been using in their own games.