Thanks Storapan.

I like the simplicity of the book so I am going to stick with whatever it says in there.

2

(219 replies, posted in LotFP Gaming Forum)

Hi, I'm 43. I live in the middle of Baltimore in Maryland, USA with my wife and 20 year old black cat.

I wrote some stuff for some companies in the late 90s and early 2000s but then found writing massive heaps of narrative that saw very little use in play sort of depressing.  I now run a huge gaming store with some friends right outside of my city.

I like all kinds of RPGs but the OSR is my stomping ground. I pretty much just use Lamentations and DCC at this point and, due to being old, I have a lot of Judge's Guild and old Role Aids stuff that I like to integrate. I started with Moldvay Red/Pink box when Charlie Maynard brought it to school in 3rd grade and we decided this was what we wanted to do for recess from that point on.

LotFP scratches an itch that combines my nostalgic need for liberating models of role-playing and the other is that weird treasure-finding buzz I used to get when digging through the import section at the record store.

I love S&S fiction, weird sci-horror, and very low brow horror of the gorenographic and splatterporn variety. I like a lot of abrasive music.

So, I have been running my OSR games with LotFP for a couple of months. I appreciate the streamlining and general simplicity but I have a few little questions...

- Does Strength add to damage with melee weapons? (I have not been adding it and it seems to work just fine and damage scales well without it)

- Do Elves, Dwarves or Halflings have better vision in darkness than the four human classes? Although it doesn't mention it under the class entries, Elven immunity to magical sleep and charm effects is listed under the spell entries so I figured I may have missed this.

4

(18 replies, posted in LotFP Gaming Forum)

Maiming PCs is my method for avoiding character death when its really gonna mess with our fun. My setting has a set of callous death goddesses called the Three Sisters that, from time to time, test a hero in Job-like fashion. I go out on this cosmic limb so that I can justify the stuff never being healed outside of a major story event.

So, to avoid disruptive character death (which is something I rarely, rarely do) I will assign the character a mutilation that suits the cause of damage. The players have seen the following list of example permanent injuries so they know what they are getting saddled with if they don't just die.

 Fractured Skull – Intelligence reduced to 5
 Mutilated – Charisma reduced to 5
 Crippled – Movement reduced to 60’
 Traumatized – Fails all fear-related saving throws
 Missing Eye – Ranged Attacks are made with a -4 penalty
 Severed Tongue – Can’t speak clearly and spells have a 50% chance to fail
 Burst Eardrums – Always surprised and can only communicate face to face within 10’
 Shattered Body – Constitution reduced to 5 (adjust HP accordingly)