This has been coming up repeatedly in my games; the assumption is that oversize items would not go on the normal item list, as that could lead to a "double dipping" situation where oversize items are worth 1.2 encumbrance points instead of 1.

What we have been doing is putting them in the second column of the non-encumbering items box.

How do you record them?

Thanks Beedo! I guess I did suffer an intelligence failure.

It may be an omission in the free version of the Rules, or, more likely, I'm an idiot, but I can't find where it says how many skill points a specialist starts with and how many they gain per level; could someone clue me in on where I can find this information?

I thought it was 4 initial points, with an additional 2 per level gained?

4

(218 replies, posted in LotFP Gaming Forum)

My name is Blair, a Canadian that's live din Vancouver/British Columbia for most of his life.

I'm 37; I started with the Basic D&D Red Box in 1983 and go into AD&D, Gamma World, Runequest, Traveller, etc. in the following years.

After several years of not playing, and obsessing over creating my own perfect skill-based fantasy heartbreaker instead of playing, a friend got me back into the game with 3rd edition and soon I was DMing my own picaresque, sandbox Wilderlands campaign.

Although I DMed 3e, I was always more drawn to the proto-OSR viewpoint when rpg internetting, and after the math and rules complexity started grating on me I tried getting the group to switch to Basic/Expert or Castles and Crusade...no such luck.

When 4e came out our group gave it a shot...after a year?(!?!what was wrong with me?!) of loathsomely dragged out combats and further math/rules foolishness I strongarmed the player's into playing "Saucers and Sorcerers," my own science/weird/fantasy house retro-clone in a new campaign world (heavily influenced by Carcosa and Fomalhaut), and soon switched to AD&D, as it seemed foolish to write a new game system when plenty of them already existed; there are plenty of AD&D rulebooks available used; and it offered enough complexity and options to somewhat satisfy the 3rd edition players.

Now the weird science fantasy AD&D campaign has been going strong for almost a year and a half; the other DM in our group switched to AD&D for his Wilderlands campaign; I play Basic/Expert with the Vancouver Red Box crew and will be DMing LOTFPWFRG for a second campaign in my weird science fantasy setting; and am thinking about starting an OD&D or Swords & Wizardry Carcosa campaign. I am getting tired of the "fussiness" of AD&D and am considering switching to LLAEC for my primary campaign.

I first heard of LOTFP via my metal interests, and was gratified to find multi-page essays about The Sword being false and the metal industry bullshit; several years later I discover the LOTFP rpg blog and was hooked by the belligerent attitude. I find the LOTFP approach to adventures very cooland very evocative of the "source literature," and I find the LOTFPRPG ruleset to be refreshing and intriguing.

From what I gather reading the rules, any Strength modifiers do not affect melee weapon damage.

Is that correct?

Wow...that's pretty evocative & genre appropriate!

I'm going to have to try this out.

7

(87 replies, posted in LotFP Gaming Forum)

Sorry, this was just a stream of commentary while I was skimming the rules:

Rules for starting money for characters of over 1st level, yes!

I like how you have to go to cities to buy real weapons and armor.

Weapons rules remind me of old WFRPG.

Typo in the terrain effect on daily movement table.
"Terrain Adjustment
Jungle, Mountains, Swamp x 1/A13"

I like the look of your encumbrance rules, but I think you may need to define oversized items. I know a sledgehammer or 10' pole is oversized, but what about a carbine?

I applaud the inclusion of starvation & dehydration rules, but I still think they are twice as fast as they should be!

"Casting a spell may not be done
secretly, stealthily, or disguised as another activity; the actions will be obvious to all."

I applaud your inclusion of this and I am immediately using that as a houserule!

I like the thoroughness (a continuing theme) of the magic rules and I dig the long, uncertain spell transcription, research, etc rules. Reminds me of Call of Cthulhu.

I'm seeing a lot of simple, reasonable rules for implicit fantasy adventure tropes that I would use for my own game.