26

(0 replies, posted in LotFP Gaming Forum)

Wore my Flame Princess tee ( this one https://images.indiegogo.com/file_attac … 1391082907 ) all day saturday at PAX, and got a lot compliments on it, but sadly no one actually knew where it was from. I told them where to look it up, but just checked and it's not in the webstore, heh.

littlemute wrote:

For me, I don't want to negotiate stuff in combat with my players in OD&D.  I want the rules sparkling fucking clear so we can get done with it and move on as soon as possible.  If I want all the negotiation I will bust out FATE or Feng Shui or (gulp) Exalted.  It seems like this is a grey area open to interpretation.  After playing the GW Lord of the Rings Strategy Battle Game, which allows spearmen adjacent to a fighter in melee to add +1 to the melee fighter's attack die, I'm good with the press from behind-- especially if other opponents use it against the party.

That said:
Can you press during a charge?

I always felt that the desire for absolute rules for all situations is what drove the evolution from OD&D to modern editions.

Yeah, I never run them either. I don't mind playing them, if someone else takes a turn as GM though, hehe.

D&D 3/PF are very very close to the same thing (people like to call Pathfinder 'D&D 3.75'), and they both have rules for it. Basically, if your weapon has the Trip property, you can use it to make trip attacks without penalty. So when an enemy provokes an attack of opportunity, you can trip them instead of damaging them. Now.. standing up in a threatened square just happens to be one of the ways to provoke an attack of opportunity.....

And if you REALLY want to get silly, there's a Fighter feat (greater trip) that says that when you successfully trip someone, they provoke an attack of opportunity.

It gets ridiculous pretty fast.

I personally wouldn't bother with cover bonuses for anyone, unless a second ranker was specifically taking actions to hide behind the first rank, and not making attacks.* If you're actively trying to make attacks around an obstacle, you're exposing enough of yourself that you can be attacked normally by someone on the other side, imho. Instead I'd just look at each declared attack and ask "Is your weapon long enough to do that?" If yes, roll it!

*The Bad Guys could, in theory do the same thing, but they probably don't want to get that close to the first ranks stabbing implements.

Cutter wrote:

Pikes are great, in massed formations against other massed formations. But in the numbers a classic party is likely to be constructed of they are too easy to parry and step inside the reach of.

My favorite use of Pikes/polearms in general in RPGs is narrow hallways. Especially 3e+/PF. Attack of Opportunity Trip attacks are brutally hilarious.

Cutter wrote:
Yuritau wrote:

Actually, it could be a very effective strategy to have a front row of sword and board fighters advancing while using Defensive Fighting, and second row spear/pike fighters using Press. Sounds like good planning to me.

The numbers look good, but how can you effectively fight defensively if you cannot back away to avoid a blow? How can you press when you cannot advance towards the enemy to exploit a weakness? For me, a certain amount of freedom of movement is implicit in these manoeuvres.

Fighting defensively just means you are putting most of your effort into defensive maneuvers. That can be as simple as putting all of your attention towards blocking with your shield. No moving around needed for that, especially if you are in a formation with a bunch of other shield bearers.

As for pressing an attack from the second rank.. Have you ever seen a pike? Historically speaking, they were at LEAST ten feet long, and often MUCH LONGER (up to 25 feet). Even someone with no training and no prior combat experience (like me!) could mount a convincing stab attempt around an interposing shield wall.

Actually, it could be a very effective strategy to have a front row of sword and board fighters advancing while using Defensive Fighting, and second row spear/pike fighters using Press. Sounds like good planning to me.

33

(5 replies, posted in LotFP Gaming Forum)

My way around that problem was to determine that a high level magic user like Calcidius is intelligent enough to have contingency plans in place, like a Wand of Magic Missile with about 5 charges on it tucked into his belt. A single level 13 Magic Missile should be enough to intimidate a lower level party. Should outright kill at LEAST one character.

I've never had to use it though.. the one time I've run it so far, the PCs found all the treasure in the basement first, THEN found Calcidius, and used the logic that if he had THAT MUCH treasure, he must be REALLY high level, so they hired a mason to brick over the entrance to his room.

34

(1 replies, posted in LotFP Gaming Forum)

Yup, being surprised is a bad plan all around.

35

(4 replies, posted in LotFP Gaming Forum)

Yeah, I'll give them that much credit. They realized that this was a Big Deal™ enemy and apparently put a good amount of thought into how to resolve it. That is probably one of the very few possible ways to deal with him permanently, hehe.

36

(4 replies, posted in LotFP Gaming Forum)

Even with a rather devious plan like that, I probably would only have let it work if the players acting as the distraction roleplayed the distraction exceedingly well. There's not really anything to hide behind in the wizard's quarters, so keeping Calcidius' attention OFF the Specialist would be a very difficult task. And if the Specialist should break the circle while Calcidius knows he's there, the surprise roll would absolutely go the other way.

37

(3 replies, posted in LotFP Gaming Forum)

They clearly didn't take the threat of an indeterminately powerful wizard seriously enough, so they should suffer for it! I would suggest coming up with a list of possible outcomes (4 or more) and let each player roll a die to see which one they get. Here's a couple suggestions:

-He needs a new servant to replace Argyle. He uses little or no magic to trap the character, instead relying on intimidation and the examples of what he does to the other characters.
-He totally wants to see what happens when he sends the character to the strange planet (which happens to be Carcosa).
-He needs fresh specimens for his experiments in the basement.
-He takes the character to the ghost's room and announces "Good news Rufus! We have a volunteer!" and either 1) you play a game of skill with that player that they have no idea how to play, or 2) Calcidius just uses magic to replace the ghost with the character.
-He offers the character a chance to work off their 'debt'. Choose a task that's almost guaranteed to kill them, such as polish the metal spikes on the roof (~2 hours to complete). If they live to complete the task, they're free to go.

38

(2 replies, posted in LotFP Gaming Forum)

My personal favorite usage of Carcosa is as a planar/inter-planetary travel deterrent. Also as the "other end" of things like Commune and Contact Outer Sphere.

As a kind of mid-campaign set piece, you can have a villain escape to Carcosa via some kind of portal artifact with the ONE THING the players need to save the world. Then let them play their standard LotFP characters in the Carcosa world for a bit. If any of them should die (and not have any hirelings to use as a replacement character) they can only stay with the party if they make a Carcosan character and join forces. Then if/when the party goes back to regular LotFP world, any surviving Carcosan characters continue using ALL the Carcosa rules. It sounds wacky and kind of unnecessarily-complicated-wierd, but it's hilarious. Also, if any Carcosans come back with any ritual knowledge, RESIST the urge to make any rulings on how/if they can overcome the no-Carcosa-races/places-available-for-sacrifice thing. Let them work it out as they go. And if you let anyone succeed at a ritual of summoning in your LotFP world, you have only yourself to blame for whatever happens next. tongue

You could easily tweak Tower of the Stargazer to make the planet visible in the telescope Carcosa and have the telescope be the (un)reliable means of getting there. Getting back.. well, I don't see any particular need to actually write that. Let the players figure it out.

39

(2 replies, posted in LotFP Gaming Forum)

I would probably only do a test vs falling on every hit if the ledge was extremely narrow or precarious. For more spacious ledges, I might call for one on an attack roll that came up natural 1 (goes for NPCs too), or as a special pushback attack (attack roll to hit, opposed strength roll to determine if pushed back maybe). For ledges in between those two extremes, maybe hits that do over a certain amount of damage knock you off balance enough to require a test.

As for what the actual test should be, I would lean towards a simple dexterity test I think. Situational modifiers might apply.

Scenic Dunnsmouth is great!

I also highly recommend Hammers of the God. Fantastic module for putting a whole hell of a LOT of campaign world backstory into the players hands, and also comes with a healthy dose of wierdness. It is all about the dwarves, though. But you could easily re-write them as a human cult civilisation or something.

I would recommend against assuming that HP are 'easy' to regain. A party starting at level one only gets ONE Cure Light Wounds spell per day, per cleric. Also, there's no abundance of cheap potions and scrolls like in some other versions of the game.

42

(2 replies, posted in LotFP Gaming Forum)

I wasn't going to back it, simply because the shipping rates outside the US are absurd, but then I failed my willpower check.

It was a Kickstarter exclusive (not available outside of the campaign), and based on how James talked about it in the author's notes, it will remain thus.

One of the players posted a blog of the con and mentioned the Tower of the Stargazer session pretty favorably: http://jerreth-esq.blogspot.ca/2014/03/ … -2014.html

I had a big stack of the bookmarks so I put a set of them at each player chair, but only a couple of them kept them.

When downloading from the webstore, Scenic Dunsmouth is missing the file extension .pdf

You'll need to rename and add that extension before your computer knows how to handle the file.

I think 2/5 had old school experience, and a separate 2/5 knew of LotFP (one had a few PDFs, but no hardcopies), but none of them had ever played with LotFP's ruleset before.

Well, to be truthful, if this was campaign play, there's still the rule that you can only gain one level per session, regardless of how much xp you earn. Also, this is the complete treasure hoard of a 13th level Magic User, so you would expect it to be fairly impressive. And finally, the 13th level Magic User is still alive, still IN THE TOWER, and ABSOLUTELY knows exactly who all the player characters are, and is EXTREMELY pissed off at them. big_smile

If he ever escapes the circle, precisely none of that vast wealth will save the players!

Ran Tower of the Stargazer at GottaCon in Victoria, BC this morning, and it was a big success!

Spoilers ahead, if you're concerned about such things.

At first the party looked like they were going to take a very straightforward approach, since the very first thing they did was walk up to the front door and ring one of the knockers without even LOOKING at the door handles. But then they got divergent when they found the two trap doors in the sitting room, and made it down to the workshop with only a brief interlude with a spider. Once they'd found the levitation shaft, they of course went even further down. Through a lengthy process of elimination, they eventually found the correct positioning of the levers to gain access to the treasure, and found themselves with more loot than they could have imagined, and the only opposition they had faced thus far was a spider, some animate internal organs, an angry mirror (#3), and some levers.

It wasn't till they realized that the levitation shaft didn't have an exit on the main level that things got interesting. Rather than attempt to drag 10 fully laden treasure chests up a ladder, they opted to take each chest up to level 3, and then carry it down the stairs (right past the wizard, of course) to the main floor.

At this point I casually mentioned that they had enough loot in these chests that if they took it back to civilization now and ignored the rest of the tower they'd have enough treasure to reach approximately 5th level! But naturally they wanted more, and naturally the player who accepted the ghost's challenge lost the game. And then to top it off, the party's dwarf turned on the telescope (with the crystal in place) and watched the moss critters perform their ritual until he was transported there and promptly eaten.

After that the party wisely vacated the upper level, taunted the wizard a little more on the way out, and drew up plans to start making this tower their home base.

49

(6 replies, posted in LotFP Gaming Forum)

At the game table, if artillery was in play, I probably wouldn't make much fuss over range, unless the players were getting silly with it (aiming for ships at the horizon, trying to fire in an arc over a mountain, etc). If you can see your target clearly enough to make out individual targets, you can hit it. And then just make up range penalties if they make sense. Trying to hit a specific target at a range of 2 km with a Falconet, probably going to be a -4 or more on the attack roll. Indiscriminately targeting a large formation of enemies at a range of 2km with a Saker, no penalty, possibly a bonus.

50

(6 replies, posted in LotFP Gaming Forum)

I would think that would depend largely on how far you can see, and how reliably you can read the wind, and on your understanding of parabolic flight paths.