1

(1 replies, posted in LotFP Gaming Forum)

Has anyone seen the movie As Above So Below?  (Link to trailer: https://www.youtube.com/watch?v=83PpryYHHeY).  While not a great film, I couldn't help thinking the plot is great fodder for a LOTFP dungeon crawl.

Lepus wrote:
vfults wrote:

This may not be mathematically balanced, but my players like it and it cuts down on gm bookkeeping.  Saving throws are by the book with the multi-classed character using the best saving throws of his two classes.

Best throws at class level or best throws at character level? (Eg. does a Fighter 2 / Magic-User 3 use the best of the Fighter and Magic-User throws at 5th level, or uses the best of Fighter 2nd and Magic-User 3rd throws?)

The latter.

vfults wrote:

I also allow 3rd Edition style multi-classing.

Lepus wrote:

How exactly do you do that without replacing major part of the system? Given the quite different XP and saving throw progression charts for each class...

I long ago ditched d20 xp systems based on monsters defeated/treasure recovered and replaced them with a system that rewards attendance and participation in the game session.  the xp needed to level is the same for everyone:

Level   2…XP  5
          3....XP 11
          4....XP 18
          5....XP 26
          6....XP 35
          7....XP 45
          8....XP 56
          9....XP 68
        10..…XP 81
        11..…XP 95
        12....XP 110
              +15 points per level for each level over 12.

Per session XP rewards:
0=No show/no participation
1=Minimal participation/partial session
2=Average participation
3=Epic participation

This may not be mathematically balanced, but my players like it and it cuts down on gm bookkeeping.  Saving throws are by the book with the multi-classed character using the best saving throws of his two classes.

I like the core mechanics as is and wouldn't want them to change.  However, I've house ruled that non-specialists get a skill point every third level to spend as the players desire.  It lets the players have a bit of an oomph but it's not enough to diminish the Specialist. 

I also allow 3rd Edition style multi-classing.  One of my players has a 3rd level Cleric/1st level Fighter that he runs as a "Paladin specializing in rooting out abominations."

I like the idea of a Witch-Hunter class but an Explorer type can easily be made using the Specialist.

5

(10 replies, posted in LotFP Gaming Forum)

I know this runs counter to the LOTFP philosophy, but I think the ref book would benefit from having a monsters section.  Three gm's that I've shown the Grindhouse box to said they liked the system but wouldn't invest in it because they would have to work up monsters from scratch or convert from other systems.  A small bestiary, say 100 monsters and common animals, should serve adequately to act as guidelines for a gm to modify or convert creatures.

http://www.lotfp.com/RPG/discussion/top … haracters/

The Mage is Melissa, the blonde cleric is Alice, and the Flame Princess is, well, the Flame Princess.  The link above has some info about the iconics. smile

I don't use the demi-humans because I feel they don't fit well in a my semi-historical setting.

8

(3 replies, posted in LotFP Gaming Forum)

There hasn't been much mentioned about the status of the Indigogo hardback for LOTFP lately.  Where are things standing now?  I'm asking because I will be moving in a couple of months and want to make sure I'll receive my copy when it ships.

Regards,

V

9

(5 replies, posted in LotFP Gaming Forum)

I've had no problems.

Regards,

V

10

(10 replies, posted in LotFP Gaming Forum)

Mostly because Fireball, Lightning Bolt, etc; don't fit the Weird Fantasy vibe of the game.  Magic Missile has been up-gunned to be the go-to spell for ranged attacks, freeing up the third level slots for other spells.  Of course, you can just add FB back into the spell list.

Regards,

V

Since I'm running a fantasy Earth campaign, I'm not using the demi-humans.  If I use them in a future campaign, I don't think I'll use the race-as-class concept.  Instead, I'll have minimum/maximum ability scores and a maximum level cap and let the players pick whatever class desired for the demi-human.
Also, I am not using the Specialist.  Clerics, Fighters, and M-Us get the skill points instead, and I've added some simple rules for firearms.

Regards,

V

My box arrived today!  Feels like Christmas came early, lol.

Regards,

V

13

(9 replies, posted in LotFP Gaming Forum)

Aplus wrote:

Sure I could print some extra books from the PDF (I already printed a spiral-bound letter-sized copy), but I think if each player had their own professionally printed copy of the book, they would feel more invested in the game, even if I paid for it.

+1

I'd buy copies of the rules & magic book for my players if it was available separately.

Regards,

V

14

(2 replies, posted in LotFP Gaming Forum)

No, you're not being stupid.  I haven't received my hard copy of the game yet but I noted the absence of the spell in the .pdf when I downloaded it and posted about it in the errata thread.  I guess by then it was too late to fix the print version.

Regards,

V

15

(1 replies, posted in LotFP Gaming Forum)

I've house ruled firearms into my campaign:

PISTOL—damage: d8; rate of fire: 1/3; Cost: 50sp; Range:  50’/150’/450’
MUSKET—damage: d8; rate of fire: 1/4; Cost: 75sp; Range:  50’/200’/600’
BLUNDERBUS—damage (by range): d10/d8/d6; rate of fire: 1/4; Cost: 75; Range:  50’/100’/300’

Cost of ammunition is 5cp per shot (includes powder and ball). A powder horn and shot pouch which holds up to 20 shots costs the same as a quiver.

Regards,

V

16

(10 replies, posted in LotFP Gaming Forum)

I don't see the description of the 9th level M-U spell Lost Dweomer in the spell discriptions.

Regards,

V

17

(2 replies, posted in LotFP Gaming Forum)

While I don't like a human class having an overly supernatural background, this is a good idea.  The elf can simply be renamed the Fighter-Mage class; it is the easiest of the demi-humans to repurpose as a human class and the one that provides the most interesting play options, imho.  A supernatural explanation isn't needed; he is simply a very talented individual who can divide his attention between two classes. 

The dwarf could be the foundation for a paladin-type class; remove the dwarven special abilities and grant him, say, Lay On Hands and Protection from Evil x number of times per day based on level.

The halfling is the hardest to picture as a human class; perhaps as a bardic type character.

Regards,

V

18

(1 replies, posted in LotFP Gaming Forum)

If you have another OSR game that has a druid class, you could port that into the game; just tweek the spells and class abilities so they are comparable to the existing LotFP classes.  Alternately, you could use the LotFP cleric as the basis of a druid class.  Go through the cleric spell list and eliminate any spell dealing with good or evil/law or chaos (Detect Evil, Protection from Evil, Turn Undead, for example).  You could then adapt a few M-U spells to replace the eliminated cleric spells (Wall of Fog, Dark Vision, Gust of Wind, Growth of Plants, Hallucinatory Terrain, and Control Weather among others could be appropriate for a druid.  The main consideration would to have no more than 10 spells per level and that the spells are not more powerful than a cleric spell of the same level.

Regards,

V

I've not yet run LotFP but will start a campaign in the next couple of months.  My group currently plays S&W, and we're satisfied with having only three classes.  A couple of my players looked at the Specialist and said they didn't like the class, suggesting that it seemed more logical to drop the class and to allow Clerics, Fighters, and M-Us to have points to customize their skills.  Has anyone tried this, and how did it work out?  If I were to house rule this, I'm thinking I'll give the starting pc four skill points at character creation and one point per level to customize their skills.

Regards,

V

20

(4 replies, posted in LotFP Gaming Forum)

Base AC of 12 threw me off a bit, too, at first.  But I assumed that since the game seems to favor a post-renaissance time-period, having a base AC of 12 encourages lightly armored, swashbuckler-type characters and reduces the need for heavy armor. 

And to avoid starting a new thread: am I reading the rules correctly that a Strength bonus is used only for the Hit Bonus and does not add to the damage roll?

Regards,

V

21

(1 replies, posted in LotFP Gaming Forum)

That is just so.....wrong, lol; must resist urge to find an in-scale snake demon to build a diorama of the box cover.

Regards,

V

22

(216 replies, posted in LotFP Gaming Forum)

Howdy, everyone!  I'm Vernon, and I'm in the deep south of the USA.  I'm 58 and have been gaming since 1980, starting with the Moldvey Basic/Expert books.  LOTFP has been intriguing me for some time but I've only recently taken the plunge and bought the box set.  Once the current S&W campaign I'm running comes to an end, I'll be switching to LOTFP.  I like the gritty feel and the later time-period of the game, and it should provide my players with some challenging swashbucklery fun.

Regards,

V