(3 replies, posted in LotFP Gaming Forum)

Page 66 in the Grindhouse Referee book. Discussing replacement characters.

I just leave them out.

I'll use them as is if I happen to need them in an adventure or some such singular case.


(8 replies, posted in LotFP Gaming Forum)

Or several alchemists or scholars.


(2 replies, posted in LotFP Gaming Forum)

The Dex bonus is used only for tie-breakers.

Bah! There are only two results that result in death and one of them depends on your character class!

Take plenty of minions, cast the spell. Each minion eats a fish before engaging the enemy. Or alternatively, cast the spell directly in a giant monster's maw so he swallows all of them.


(10 replies, posted in LotFP Gaming Forum)

I believe you dip the darts in poison before use.


(10 replies, posted in LotFP Gaming Forum)

BillionSix, under those rules the best familiar by far would be a tapeworm. big_smile

I like the sort of demonic or fairy familiar spirits that witches and warlocks make pacts with to learn magic from.
The modern D&D familiars that are essentially living post order magic items that reappear in a day or so if killed are probably the dullest representation of them ever.


(10 replies, posted in LotFP Gaming Forum)

My take would be:

* There are several ways to a magic-user to come about a familiar. One may spontaneously appear and offer it's services. The magic-user might be gifted the familiar by a mentor or someone. They might steal one from another and negotiate a deal. One might appear at a time of difficulty.
* Magic-users are never ever entitled to a familiar. If one chooses to assist the magic-user, it's their own decision and should be considered a privilege.
* Familiars always have their own motivations and agendas. These should range from benevolent to malevolent. The magic-user should never have certain knowledge about their familiar's motivations. (A random table could be constructed for these.)
* Familiars are always intelligent and cunning and can communicate with their magic-user partners in some way.
* The familiar's shape is always physical and real. They appear often as normal animals, cats, toads, dogs, horses, cows, etc. or they can be human or other humanoid, like an old woman, foreign servant, a house elf, or similar. They might be demon-like or something weird best kept hidden. They should always have something off about them.
* If a familiar dies, it's dead, gone. Familiars are valuable assets and partners and should never be used as cannon fodder.
* Familiars come and go as they please, some are nowhere to be seen unless called or summoned with a spell, some won't leave or appear when unwanted.
* Familiar's powers should be unique to the familiar.

I'd make some sort of random table with at least the following columns: appearance, quirk, motivation or agenda, special power or ability, morale.


(4 replies, posted in LotFP Gaming Forum)

Mine does. He likes chaos bombs in his games. They make the game unpredictable which is fun to him.

We've used summon several times with great success. Once we managed to randomly switch the minds of more than a hundred people gathered around us, including ours. As this was meant as a distraction anyway, we considered it immensely successful use of the spell. :-)


(25 replies, posted in LotFP Gaming Forum)

Where can I check the new spell text? I still only have the rules section of the new artless layout.

Here are some things I found from the rules text by the way:

I think on page 34 you may want to make "The following treasures do count for XP
purposes:" a non-bullet item.

Scholars still reduce lab time 1d4 weeks while alchemists only 1d6 days, even though they're more expensive.

In wrestling, does your strength score apply twice or should you add your base attack bonus instead of the mêlée attack bonus, which already has the str bonus?

Dogs still cost 1 gp in cities.


(16 replies, posted in LotFP Gaming Forum)

There is a downside. If you parry, you're not hitting anyone that round. The more you parry, the more opportunities your opponents have to inflict harm on you or others.


(2 replies, posted in LotFP Gaming Forum)

The DEX mods are used as tiebreakers when using individual initiative as well. It doesn't change the segment the character is acting on.


(40 replies, posted in LotFP Gaming Forum)

On the character sheet, you could remove the money box entirely. Since a hundred coins takes a slot anyway, you should use the slots for money as well. Just write it out somewhere, so people won't miss it.


(40 replies, posted in LotFP Gaming Forum)

What's the point of dying taking d10 minutes at -3 hitpoints if even magical healing doesn't work?


(40 replies, posted in LotFP Gaming Forum)

The "Read Magic" being unnumbered is by design, as you automatically have that in your spellbook and you randomize the rest.


(20 replies, posted in LotFP Gaming Forum)

Once in a blue moon a bright star shines over a halfling village and a Thing is born to a halfling virgin. The Thing will gather twelve disciples (halflings of varying levels) to accompany and protect it and then travel from village to village and teach the will of the halfling God. All halflings will gather and listen and none will doubt that this is indeed the herald of the halfling God. It's able to cast suggestion, mass, targeting all present and able to hear, once per day. Halflings don't get a saving throw.

In the event of death, the Thing will return to life in three days until it's task on earth is complete. If one should consume the flesh of the Thing and drink It's blood (the whole thing, not just a bit) the eater will get a Charisma of 25 and can cast suggestion, mass like the Thing once per day. Three days after, the eater will suffer a horrible death when the Thing returns to life inside her.

Last time the halfling God sent his herald, It taught lessons of kindness and tolerance and love. This time, it seems, the message is much more sinister...