1

(17 replies, posted in LotFP Gaming Forum)

Yuritau wrote:

In LotFP's silver standard, 1 gold coin is worth 50 silver pieces. If you want to tell me that a crown made of gold is only worth 500sp (or 10gp), then your definition of 'crown' had best equate to 'circlet', cause an actual crown made of gold absolutely has FAR more than 10 coins worth of gold in its construction. (As an example, here's a relatively plain crown made for Napolean) I would guess closer to 30-50 coins worth of gold. That would put the crown at about a 1500-2500sp value

This assumes that gold coins are only worth their weight in gold, which kind of negates the value in minting them in the first place. The ''gold'' and ''silver'' standards I think most people are used to dealing with would stem from backing currency with precious metals reserves, right? Is that what's really going on here? I think you'd more be dealing with coinage as an intermediary unit of exchange; if you'd trade two crossbows for a mule, then a mule should be worth twice as much as a crossbow when it comes to currency-based pricing.

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(16 replies, posted in LotFP Gaming Forum)

One thing to keep in mind is that while the internet has increased the homogeneity of D&D play somewhat there is still some really significant variance from one playgroup to the next, regardless of edition / system. For all the talk of playing by RAW pretty much every game has it's own house-rules, one way or another. IME, what 3e and 4e have done (in small part) is to push the idea that the players should be at least partially in charge of what is and is not part of the game / which direction you go in, system-wise. Ideally that's a great thing, unfortunately some players end up nbot giving good thought to the implications of what they want. A big part of this, I think, is that a lot of players don't really want the responsibility of making such decisions, but they don't want to pass control back to the DM either. As a result they end up picking stuff up online / from magazines / from discussions with other players / etc. that may have worked great for the group that originally came up with it, but may or may not work out in your game.

One of my personal pet peeves is players who see something they're sure is cool in a supplement (especially problematic in 3e during the ''d20 boom'' when there might be a dozen or so third-party products of varying styles / types released in a given month...) but they can't actually express or just flat-out do not know how it's cool... Which ends up with me trying to take choices the player has made (that I may completely disagree with) and guess how to make them cool for that player.

This is one of the big reasons I like OGL stuff... Most of the people I play with are going to groan and roll their eyes if I whip out Lamentations or whatever, but they'll play and they'll expect me to tell them what the game is about / how it plays. I end up with more players dropping out because it doesn't do what they want it to, but we are at least on the same page.

3

(16 replies, posted in LotFP Gaming Forum)

In my experience, the five-minute workday isn't really level-dependent (if anything it's almost more likely to come up at lower levels), or directly system-dependent. It's more of an attitude thing, players who decide to play a spell-caster and then expect to be able to cast spells whenever they want. I think that overall many modern players have bought into the idea that things like wandering monsters (and a lot of other old-school ideas) were just not any fun, and they got tossed without (it seems to me) much in the way of consideration for the effects of that removal. The five-minute-workday was just one example of this: everyone generally agreed that it was a bad thing, and there were pretty obvious ways to avoid it present in earlier editions, but no-one seemed to actually be willing to accept that putting time-pressure on the PCs (ie: wandering monsters) was really much more than a DM power-play.

Edit to add: Don't want to double-post, but I think I should mention that I did see a bit of the whole ''five-minute workday'' thing in AD&D back in the 70s and 80s. If the players (myself included - and I often played a M-U when I wasn't DMing) could get away with it they would totally fire off everything they had and then immediately rest back up. But at the same time you also saw a lot of situations where the casters would be very stingy with their spells, for fear of getting caught defenseless by a tough random encounter.

Me! I dunno why, but I've just really been digging the OSR space games, and this or Hulks & Horors (which failed to fund on Indiegogo) are the two that look most up my alley.

Ed Dove wrote:

I've been assuming...

That's a much better description, particularly since you remembered the distinction between small and very small items and I didn't... (d'oh)

I've always assumed that anything you can easily hold in one hand should count as a small item. How big is a potion vial? Frex: I can hold a 20oz soda in one hand, but while I can hold up a 2-litre with one hand it's definitely not the same thing. So anything heavy enough that holding it up would be difficult or large enough that it's not obviously in-hand I would think should count for encumbrance. Either LotFP box set should count as a very small item, while more than one 1e book (or any GURPS main rulebook) would be a regular item.

re: Backpacks, I'd just say that the first one (or a slung sack, etc.) is free if you're wearing / using it as intended, but any further baggage (even empty) counts as an item.

I really have to say that LotFP has the best encumbrance system, practically slapped myself when I first saw it... Why did no-one else ever implement this?

7

(20 replies, posted in LotFP Gaming Forum)

JimLotFP wrote:

The guy who is to re-do the character sheet is veeeeeeeeeeeeeerryy slammed at the moment.

Can I just say that I really dig the fact that you hire out henchmen to help you with your products?

8

(7 replies, posted in LotFP Gaming Forum)

I'd bet he's somebody's ride.

Gwion wrote:

Why this is good practice?

Because it's part of the fun. Making recovering treasure (and getting it back to civilization) the reward-garnering goal of the game and making it challenging encourages players to think about it and come up with plans, schemes, etc. for managing the feat.

10

(219 replies, posted in LotFP Gaming Forum)

Hi, I'm Chris. I come from New Jersey, but I moved to Seattle about 15 years ago. I'm 40 years old and I got into RPGs via the Basic D&D box set back in 1978, then moved up to AD&D thereafter. I've been picking up old-school stuff for several years, and when I saw the LotFP deluxe box at first I thought it was a bit pricey, but when I saw that it came with a pencil, I had to have one.