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(6 replies, posted in LotFP Gaming Forum)

aesdana wrote:

As we all know, LotFP is not about combat and killing monsters for xp's sake. The rules make it clear. I nevertheless have a question with hit points : is their fast increase, when PCs level up, the best way to handle this low combat ambiance ?

I was thinking about how True20 handles health, which is to avoid hit point entirely. I'm not sure I'm sold on the mechanism as is, but I really dislike the hit point mechanic turning higher level characters into "10 goblins stab your wizard and you just laugh" so it's something worth raising.

The attack roll is d20 + your attack bonus (your appropriate stat bonus + attack bonus for class). Your target number is the target's defense: 10 + *their* combat bonus + dodge/parry. Other things like blindness, size, range, clumsy weapon etc. modify your attack roll as usual.

Success means you add the weapon's damage bonus (a flat stat such as +2 for a medium weapon, which is not unlike the basic dice accorded weapons in LotFP) plus any str bonus.

So you roll your TOUGHNESS versus target of 15 + that Damage Bonus, and you do that by rolling d20 + armor + Constitution. armor is +1 for the lightest to +6 for full heavy plate, the kind you can't move around in.

This means that you fail your Toughness, you get bruised and hurt. Fail by 5, you're also stunned and wounded. by 10, you're staggered and disabled, and by 15 you're unconscious and dying. Each "level" of injury is -1 on future Toughness saves, and it's cumulative: you fail two Toughness saves from two separate attacks and you are at -2 (stunned and wounded).

Armor in True20 is damage-ablative: it soaks damage rather than resisting the attack directly. This makes it a little easier to deal with Touch and other similar attacks, though.

However, such an approach would require a house rule similar to the ones suggested in another thread where attack bonuses for all classes do increase, just more slowly.

Any feedback on how this might be usable for LotFP?

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(19 replies, posted in LotFP Gaming Forum)

Hello all! New poster!

golan2072 wrote:

(as far as I've thought about it, I think that there is no need for Dwarves or Halflings in this world, though you might convince me otherwise).

I might suggest that if you wanted some diversity, you could add in kossith-like folks. If you've seen/played Dragon Age, you've encountered these Scandahoovian-style-troll peeps (jätte, jætte, troll) in the form of qunari and tal-vashoth. They're giant, hulking, greyskinned peeps with ram-style horns who hail from a kind of "Ottoman Borg" society (to quote their designer).

While you could play with them many ways, the kossith have a highly divergent male-female appearance and therefore societal roles under the qun faith. You could model the females with halflings and the males with dwarves is the long and the short of it, as males fight and do heavy work and women run the priesthood, mercantile services and the like. They also suffer "changelings", which they call saarebas: these mages are kept shackled, their tongues removed and a mask over them and are used to make magical items.

In your city, the kossith would be runaways sick of the caste system or disgraced qunari, or actual rebels (tal-vashoth), or just merchants being used to scout out the city or secure information.

http://dragonage.wikia.com/wiki/Qunari <--- fun stuff