I ran it as well as a first LotFP game. 

They went from beginning to end without a single combat. 
And they only bypassed a bit in the part with Sir Boris (first loot, then more plot); so they were in the middle of the "stuff happening" for most of the adventure.
Which was strange, given their usual playstyles. (a psychopath + an over-cautious character + a suicidal character)

I would definitly recommend running it.
If I had a top 3 of favorite adventures, A Stranger Storm would be in it.

Though I wouldn't say it is LotFP-specific; I can easily imagine running this in any system or setting.

The only advice I can give you is: read through the adventure a couple of times, and just roll with it.

At first glance, I would say the extra slots are to account for the dwarf ability of getting encumbered 5 slots later than the rest of the classes.

3

(13 replies, posted in LotFP Gaming Forum)

1) I assumed the pt cost for hp was only bought at chargen, hence the 4 pts for the d12. 
If you're supposed to choose/buy the hit dice on each level-up, then 3 points for the d12 is better.  As for the -1 for d4 in this scenario...  I don't know if acquiring negative points on a level-up would be a good thing. 

3) I'm also thinking about 1 pt for a +1 bonus to melee or missile only, but this could quickly go out of control with a decent powergamer.

4) Ah, rows (experience levels) vs columns (spell levels)...
Both can work.  I went with columns because it allows a player to limit themselves to (for example) 1st level spells, but still gain the ability to cast more spells as they level. 

7) hadn't considered the defense vs standard parry issue.  Might as well keep your original idea.

I think "power creep" and "feature creep" are the 2 main issues with this (or any) point-based system.
Power creep can easily be handled, since everything accessible to players is accessible to the DM as well.  I generally don't worry about my players becoming too powerful; balancing encounters is not my thing, and in the end it's still the dice that dictate what happens.  It all depends on the playstyle of the group.
Feature creep is more of a problem for me, since I tend to keep adding stuff/options, needlesly complicating things.

-Mark

4

(13 replies, posted in LotFP Gaming Forum)

I like the idea of a classless system.  Character generation would take longer, but that’s just a minor thing.
It’s a flexible enough system to easily adjust the point costs to fit the gaming group, or add new things specific to the campaign world.   It asks to be tinkered with.
I haven’t thoroughly thought this through yet, but this is my initial take:

1) Hit points
I would add 2 more options:
-1 pts: d4 (so you get an extra point to spend elsewhere)
4 pts: d12 (the d12 needs more use)

2) Skill points
I’m confused here…  Why would a specialist spend 6 pts to get 2 in 2 skills, instead of spending it on 6 times +1 on a skill?  I'm probably missing something.
I’d keep it at: 1 pnt for a +1 on a skill, and 2 pts to get a new skill at 1 dot.
With new skills I mean skills non-specialists don’t start with, like sneak attack, or made-up skills like first aid or lore.

3) Bonus to hit
I like the sneakiness of the +2 option being so expensive it can never be chosen on a level-up.

4) Spellcasting
For the type of spells, I’d make it solely depend on alignment.  Lawful->cleric, neutral->none, chaotic->mage.
And only make it available once every other level. (chargen, 3rd level, 5th level,…)

5) Saving Throws
I’m not sure about the starting saving throw numbers, but that’s just tweaking minor details.

6) Bonus to attribute
Seems like a good system.  No more “why can’t I raise my STR by lifting weights for 6 months?”

7) Combat technique
Less package deal for more versatility:
1 pt: Improved Parry
1 pt: Press
1 pt: Defend

8) Armor usage with spells
I would rephrase to “3 points to cast spells at any encumbrance (like a cleric, only need to do once)”, and remove the need to take the other one first.

9) Misc
2 pt:  Only surprised on 1 in d6

And then we open the pit of min-maxing (only available once each, and only during creation):
Decreased saving throws: get 1 pt to substract 1 from each, or 2 from 2 of the 5
Decreased attribute: get 2 pts to substract 1
Increased xp table: get 1 pt to use the dwarf xp table, get 2 pts to use the elf xp table.

My current houserules only concern healing at the moment. 
I let natural healing scale by level (so natural healing remains an option at level 5+ without having to stay in bed for a month), and ignore the "less then half the hit points" rules (for ease of use). 
Other healing (stat loss, ...) remains unaffected

1 full night’s rest (8h): heal 1HP per 2 levels (Fighters & Dwarves: per level)
1 full day’s rest (24h):  heal 2HP per 2 levels (Fighters & Dwarves: per level)
1 full day’s rest in comfortable surroundings: heal 3HP per 2 levels (Fighters & Dwarves: per level)
fractions are rounded up (so a 3rd level wizard heals 2 hp on a night's rest)

In addition, every character has the "first aid" skill (or bind wounds, healing,... whatever you like to call it) at 1 in 6.
Only 1 first aid attempt can be made on a single character, and only hit points recently lost are eligible for healing.
A first aid attempt takes 1 turn, and needs a healing kit to perform (attempting first aid with an improvised kit may be assigned a variable penalty).  A successful attempt heals "1 night's rest", up to the number of hp recently lost. 
This skill may be increased as usual by the specialist class, giving them the option of a "combat medic"-role.

And an addition to the equipment list:
Healing kit (5sp)
A collection of bandages, ointments, pliers,… used with the First Aid skill.
One kit holds enough supplies for 5 First Aid attempts.