I'm still awaiting the PDF-Only version of the Grindhouse Edition but I was just curious about the following:

Is there any difference between how Elves and Wizards cast spells AND the types of spells they can cast.

If not, I was considering the following house rule and would appreciate corrections:
1. Elves, like Wizards, have thrown in, voluntarily or involuntarily, with Chaos.
2. Nature is pretty chaotic
3. Elves are more directly tied to magic than Wizards. Whereas wizards have to research, learn, prepare, and cast spells, Elves just "do it" (like Warhammer 40K RPG or LoTHR). They just have spell points or a limited number of spells or something like that.
4. Elves don't have the breadth of spells that wizards do, because they're more like built-in powers. However, I'm thinking their list should come from the earliest edition of the D&D Druid list, with many of the weirdo things taken out (summon animal, Polymorph, etc).

Just a thought.

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(219 replies, posted in LotFP Gaming Forum)

I played a lot of RPG's during high school, then nothing until my son hit around 7 and saw the "living" D&D games and we got back into it. I'm waiting to buy the PDF (only) when it comes out, just because the box freaks me out. Also, I've been dissed by Mr. Raggi, who found a super-awesome girlfriend on "Ok Cupid" AFTER HE HAD STOPPED USING IT, whereas I got no replies.

I'm very excited about LotFP. I didn't like that the initial retro-clones were so precious with the original material. I plan to review it as soon as I get my copy, then run it with my Saturday Old-School group.

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GMing: None right now
Playing: AD&D 1st Edition, WW Scion

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(1 replies, posted in LotFP Gaming Forum)

LoTFP gives me a Stormbringer/Witch Hunter sort of feel. Given that, do the Grindhouse rules have something for simple firearms - I'm thinking the kind of pistols that you have several of (if you can afford it) because it takes so long to reload, and a larger blunderbuss sort of thing, again that takes rounds to reload. If not, has anyone created such rules? Any other thoughts?

Arrgh! I read some comments and noticed that different classes had different XP per level. Arrg! No way to do my favorite "you go up every 4 adventures"! :-(

JimLotFP wrote:

No, not changing the underlying mechanics of the magic system. Just moving some spells around, removing some, adding some.

Come on, you know you want to. If you don't, I'll just have to buy it and make and post a hack, and I don't have any talent in game design, and it will suck, and then people will blame your game :-)

I love what you've posted so far about the Grindhouse edition. Just some additional thoughts for your consideration.

The original idea of the Cleric was a Van Helsing type. This got lost somewhere and he/she became the portable medic, a fairly boring job, for the party. I love how you've recast the roll in Grindhouse. Just another thought - will Clerics be able to use swords, etc. This was just a wierd thing that got put into oD&D and doesn't fit with a Van Helsing Type.

Also, in re. magic., have you considered using Vitality and Sanity rules for non-lawful spellcraft (Mages and Elves). i.e., using magic (e.g., more than you have slots), requires that you burn yours (or someone elses HP). Sanity rules are just cool for this kind of pseduo-lovecraftian/Moorcockian situation. Also, if I recall, The Elric/Stormbringer RPG gives different bonuses to Lawful and Chaotic characters - i.e., by allying yourself, certain things happen.

Just my opinions. Best wishes!