51

(5 replies, posted in LotFP Gaming Forum)

I would probably allow the mixing of the armors, but I would use a much steeper price penalty than 1.5x. In a region that has advanced to early modern armor, traditional armors would cost anywhere from 10x and up, since they MUST be made-to-fit to function properly. And that's AFTER the players manage to find someone that even knows how to make it. I would probably prefer to have a player in this kind of region that desires old school armor find a suit in an adventure location and have them take it to an armorer that can fix it up and alter it to fit.

In a region that has NOT advanced to early modern armors, I would probably rule that they are just plain not available. Even if some find their way into the region from an external source, someone with WAY MORE MONEY than the players (or perhaps someone with a royal warrant) is going to get it first. A player in such a region wanting some of the new fangled armor would find it much easier and much faster to simply take it from someone that has it (say, an invading force from a more advanced region?)

52

(8 replies, posted in LotFP Gaming Forum)

I always recommend Hammers of the God. That module is what got the initial LotFP hooks into me and remains my favorite module to date.

53

(1 replies, posted in LotFP Gaming Forum)

Null wrote:

truly horrid.

54

(7 replies, posted in LotFP Gaming Forum)

The size of the projectile comes down to how far you want to throw it, really. Liquids (especially water) are heavy and awkward. Even as a moderately muscled adult-like man I would be proud to get more than ~15' of distance on a full sized water balloon.

But back to the topic of flask-sized stuff.. when I read "flask of oil" I picture something in the range of 500ml to 1 liter. That, to me, is a smaller size of water balloon, something you could reasonably throw with one hand and still hit the 30' range suggested in the book.

55

(7 replies, posted in LotFP Gaming Forum)

Lynn wrote:

But we aren't talking about water balloons here.

It is, however, almost the exact same effect. Just without the being on fire part. In fact, for holy water, it IS exactly the same thing as a water balloon. Unless you've got two targets that are at "hug range" to each other, getting an EFFECTIVE hit on both people simultaneously is going to be rather unlikely (I'd consider it if the throw attack was a natural 20, perhaps, but then I would make it two fully affected targets, and no other splash effect).

For burning oil flasks and/or alchemist's fire type splash weapons, I always felt the Pathfinder version of alchemist's fire pretty accurately covered it:

"A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage."

There's a little more rules to it, about how to extinguish the flames before taking the second 1d6, etc, but those are less relevant to LotFP.

Honestly, unless the PCs have a few levels each and/or there's just a LOT of them, it shouldn't really take more than one Magic Missile to basically end the fight. That's 13d4 divided any way he wants among the party with no attack roll and no save. If anyone is still standing, they should be sufficiently motivated to beat a hasty retreat.

IMHO, what order you do his spellcasting in is more determined by how angry you think he should be at the party. If angry enough, go for the kill with magic missile right off the top.

The only problem with that notion is that so many adventures are out of print. Currently Noble Knight is doing all the cashing in on collectors.

Crunk Posby wrote:

(I'm excited to hear that Vornheim is potentially on the horizon!)

I am too, and I already own it, lol. Would make a fantastic gift to any of my friends that take turns in the GM chair.

I would like to suggest putting Hammers of the God somewhere on the reprint horizon. Getting a print copy of that module as a table prize at a convention game is what hooked me into LotFP in the first place. It's such a compelling adventure that I bought the grindhouse edition and all the other print adventures basically sight unseen after reading it.

60

(1 replies, posted in LotFP Gaming Forum)

I wish ANY of game shops within driving distance of me stocked books outside of the big names like D&D v.current, Pathfinder, etc

61

(2 replies, posted in LotFP Gaming Forum)

heh, there's more than a few disney films that could make really entertaining grimdark adaptations.

You have Carcosa and Isle of the Unknown numbered backwards. Carcosa is LFP0010 and Isle is LFP0009.
Tales of the Scarecrow is ALSO (along with Seclusium) LFP0017

The rest of the numbers match up with the books I have. Well, some of them don't have numbers on em, so I assume you have em right, heh.

My group enjoys the henchmen method. It slows down the leveling up process if everyone drags a henchman along, but they're fine with that, and like the extra versatility anyways.

Whenever I read things like "can only be damaged by silver weapons" I generally read it as applying to physical/melee damage only (ie: stabbing, cutting, smashing). Other forms of damage, such as fire or magic, still work just fine, unless otherwise noted.

I could be wrong in that interpretation, but it's been working well enough for me for years now, hehe.

So it does, I stand corrected.

It's a bit of a moot point now, as the boxed sets are out of print in favor of the new hardcover books.

Legion wrote:

Idea:

Give each character a Strength Ability Score Mod's-worth of free Encumbrance Points.

Thoughts?
Legion

Constitution makes much more sense to me for encumbrance benefits. Sure you can LIFT the sack of gold and gems, but how far can you walk with it before getting exhausted?

As a mental exercise I've been slowly drawing up rules to separate races and classes for LotFP, and the major benefit I'm giving to dwarves so far is their Con mod adds directly to their items per encumbrance point. IE: a dwarf with a con mod of 2 gains an encumbrance point for every 7 items carried, instead of every 5 items carried.

Cutter wrote:

I'm glad you understood that, because I think I confused myself a little.

If I'm reading it right, a character can use their own Int Mod to help with a roll to save against a Magic-User's spell cast at them, but can't use their Wis Mod to help save against Clerical spells cast against them, because the Wis Mod can only be applied to non-spell saves.

However, the casting cleric CAN use their Wis Mod to reduce the chance to save against a spell they cast.

So one up for the cleric I guess.

All if that said, if you wanted to let a character use their Con Mod to resist poison, or their Dex Mod to get out of the way of a breath weapon attack, I don't think anyone is going to drum you out of the forum :-)

Divine magic is still magic. If a cleric spell allows a saving throw, the targets int mod applies.

Summon gets mostly ignored by my players; they don't think it's worth casting.

Everyone ends up bringing a retainer (often clerics and fighters). It's getting to the point where I'm considering declaring that the church is less and less willing to allow it's clergy to go adventuring simply for cash rewards.

Dwarves are not impotent sir! They don't get the attack bonus, but they tend to live slightly longer (which is no small thing in this game!).

Elves also detect as 'evil' (Detect Evil is actually Detect Chaos). Also, Elves cannot be affected by certain divine magics, like Bless. Makes for some fun roleplay moments if you flavor your campaign with the detail that elves are rare and not well known by most humans.

70

(3 replies, posted in LotFP Gaming Forum)

The way I look at it, the old school D&D (and by extension games like LotFP that are based on it) gave you a basic framework for how to handle all the really common actions; things you'll be doing on the regular. Anything else you came up with, you just made it up as you went along with spot rulings and hand waving.

Newer games (like Pathfinder and modern D&D) kept all the basic framework, and then also tried to codify and balance ALL the different spot rulings and hand wavings; they tried to make the rules cover every possible situation. That's why you need 5 kilograms of book to play Pathfinder.

The problem I have with the new game approach is, it creates a mentality of rules informing playstyle. When you want to do something, you look up the rule for how to do it, and then follow that rule; if there's no rule that tells you how to do it, you can't do it. Old school D&D stays out of your way much more often.

Over the last few years, I've been migrating away from all the games with fiddly bits, heh. I still play and enjoy Pathfinder and Warhammer RPG (Rogue Trader/Deathwatch/etc) and Shadowrun and all them, but they are never my first choice anymore. I tend to go for the rules-lite systems, like LotFP, Savage Worlds, Dresden Files (Fate system), and the like.

Let us know if anyone dies in character creation! tongue

72

(6 replies, posted in LotFP Gaming Forum)

You could just as easily say that arcane magic (Magic Users and Elves) is new enough in your world/campaign that the gods are still totally pissed off about it, and therefore most clerics believe most firmly that hunting down and eradicating arcane magic is in the best interest of society (not ENTIRELY wrong, heh).

If you do that, let the MU and Cleric spell lists overlap somewhat (mostly in the form of select Cleric spells being available to MUs) so that the MUs are basically stealing power from the gods.

73

(5 replies, posted in LotFP Gaming Forum)

The first rule of fight club is you do not talk about fight club.

Noble Knight has broken the first rule.

74

(1 replies, posted in LotFP Gaming Forum)

Haven't received my bookmarks yet, so I haven't actually seen that table, but to me it sounds mostly like something for NPC/treasure purposes. Player characters should be expected to build their own spellbooks through play. The exception being if you're starting at mid to high level, I suppose.

JimLotFP wrote:

OK, how about a section right up top before the What Is LotFP?:

tl;dr. Why Should I Care About This Campaign?

  • We're doing a new LotFP Ref book to match the standards - if not greater - than the recently released Rules & Magic book. Hardcover, new layout, expanded content!

  • Backers get to vote on which stretch goals come next. You decide whether we go for a full color layout, or reprinting adventures, or comprehensive indexing, etc.

  • Backers can add on extras that make the book better for everyone. Want Frank Mentzer, Kenneth Hite, Zak S, or Michael Curtis to contribute? You want new monsters by Rafael Chandler and Aeron Alfrey to be part of the book? You make it happen!

  • No matter how much extra material is added, no matter what the final retail price of the book ends up being, your price is locked in once you back the project.

  • There are a ton of exclusives available, like a Referee screen, a new adventure, and an alternate cover available only to backers of this campaign.

That looks like a good addition, though I think you should bold or underline or otherwise highlight the one I bolded. And perhaps add a "(Shipping not included, see below)" to that line.