JimLotFP wrote:

Is it really a problem that PCs become too tough into the mid-levels that they need to be depowered?

(Forum seems to have swallowed my previous reply)

It's not so much a problem, but in my experience there's a certain HP threshold beyond which it feels *safe*, both mechanically and in the players minds. I wanted to pierce that, to keep tension ratcheted up throughout the levels, to slash the safety buffer to its minimum.

Lord Inar wrote:

Well, now you're really nerfing the dwarf, unless they get 2 hp per level.

And fights will get shorter as you go up in level since a Fighter's +1 to hit/level and the Specialist's increase in Sneak attack will result in more hits and more damage.
Spellcasters will increase in power relative to non-spellcasters since the fighter-ish type generally have better hp than spellcasters.

I'm not sure if being 2 levels worth of HP (3 if you include con bonus) ahead of a fighter counts as a nerf. When the scale contracts the relative values become more pronounced.

aesdana wrote:

Why not : "After that everyone gains 1/2/3HP per levels, with or without bonuses (depending on clas)." ?

This way, you let classes with better hp progression being, well, better.

[EDIT] truncated post...

I see your point, although in a low hit point game having a handful more than your comrades becomes a much bigger deal.

...and scrub magic missile while we're at it.

1st level PCs begin with maximum hit points plus their con bonus.

After that everyone gains 1HP per level, no bonuses.


Thoughts?

Okay, back to the regular game. These are the house rules I'll be using when refereeing this week or next:

Shields shall be splintered, helms cloven.

Dwarves gain a +1 Strength modifier in addition to their constitution bonus.

Magic-users gain a +1 Intelligence bonus.

Cool. smile

Another method for 'god mode':

You have 2 points in ability bonuses to spend. Once assigned you determine the exact score randomly within the range the bonus occupies.


e.g.

0 = d4 + 8

+1 = d3 + 12

+2 = d2 + 15


Optional rule ('min-maxer paradise'): Take -2 in one ability and gain another point to spend.

Lord Inar wrote:

Glad you like it!

It's a fine rule. smile

I've also come up with a clutch of house rules for a more D&D-like game. My main campaign will mostlly use Lotfp RAW; the following will be used for 'heroic' games compatible with the piles of BD&D/OSR stuff I own:


THE BASICS

Reroll your ability scores if total bonuses are 0 or lower.

Maximum hit points at 1st level. Roll normally thereafter.

Shields shall be splintered, helms cloven.

Clerics, Dwarves, Elves, Halflings and Specialists gain +1 AB at levels 2, 4, 6 and 8. Magic users gain +1 at 3, 6 and 9.

All PCs may use the combat manoeuvres presented.


CLASSES

Fighters gain +1 to damage at levels 1, 3, 6, 9 and 12. May make 2 attacks per round at -4 AB and -4 AC.

Dwarves gain damage bonuses in the same way as fighters. They may also ‘chop till you drop.’

MUs may memorise one additional spell per day of any level they can cast.

Ed Dove wrote:

My wife & I were talking about what we could think of as a sort of Fighter/Magic-User to replace the Elf.  And, while we didn't come up with anything new, we did decide what we'd do to change the Elf into a Paladin.

Elf -> Paladin
Replace "Search" with "Languages".
Replace Magic-User spell progression with Cleric spell progression.
Attack Bonus = Level/3 rounded up.

The result is that, while the Cleric is an inquisitor fighting heresy at home, the Paladin is a crusader fighting infidels abroad.

I'm doing something similar - 'demi-human' means you've a small amount of dwarvish, elvish or halfling blood; an ancestral heritage from races that died out/departed/withdrew centuries ago. I'll use the classes as is, with characters being cosmetically human save for a few unremarkable tells.

I'm considering the following:

Dwarves make a follow up attack after rolling a 20 and a counterattack if their opponent rolls a 1.

Magic-users can memorize one more spell per day than they have slots for. They are still limited by their slots when it comes to casting, the 'extra' gives them more choice only. (Thanks to Lord Inar in the MU/Elf thread for this one).

Shields can be sacrificed, reducing the damage of a blow to its minimum value. A sacrificed shield will be broken and unusable thereafter.

Armour may be sacrificed in the same way as a shield, reducing its base AC by 2. This can be done once only before repairs are required (Repairs cost half the armour’s initial value and take a number of days equal to its base AC -10. A skilled armourer must be on hand to repair chainmail and plate. Leather can be repaired by a leatherworker).

Two Weapon fighting: One weapon must be small or lighter. +1 AC when wielding both. On a successful hit roll both damage dice and pick the higher.

61

(219 replies, posted in LotFP Gaming Forum)

Hi, I’m Andrew – a 39 year-old English gamer playing since 1980. Moldvay Basic was my passion back then, and as the years rolled by and my tastes simplified I found myself falling in love with it all over again. Then came Warhammer Fantasy Roleplay; a game that gave me the euro-flavoured quasi-historical grit I craved.

After hearing the good word about LOTFP on various boards I downloaded the art-free version, read it and ordered grindhouse. Here was a game blending the best elements of my two loves with an identity all its own.

So that brings me to today. Tomorrow (or the week after, depending on how things shake out) I run my first session with a brand new group. What they’ll make of cannibals in Tudor Suffolk is anyone’s guess; I’m looking forward to finding out.