1

(2 replies, posted in LotFP Gaming Forum)

Also fast-forwarding game brings other troubles, like aging. Normally you would play your character until he horribly dies but when he ages between adventures, there's another problem. The time.

I think that fast-forwarding could be explained well. After surviving one LotFP adventure as a character are you mentally able to throw yourself in another adventure in the next day? Hell no! You need time or you go nuts. Also treating wounds can take time and for Magic-Users all the fiddly magic thing takes much time.

Also characters might have real life things going on in background. You don't have to play these things in detail, but it's an excuse for fast-forwarding. While M-U spends few months researching the Cleric devotes the time to worship his god in a monastery. Fighter drinks and fights and releases some steam and war trauma. Dwarf visits his family in the mountains. Halfling goes meet his sick auntgranny etc.

And also distance equals time. I bet there are no places like in LotFP around one days -or weeks- travel. So you might literally have to spend months travelling from dungeon of horrible death no. 1 to dungeons of horrible death no. 2.

2

(14 replies, posted in LotFP Gaming Forum)

MutieMoe wrote:

Ideal outcome of course would be PC's crashing the spaceship down to Earth in shower of fire.

And if and when they survive the crash and before they are relieved that they survived... Carcosa happens! This sounds like a fun introduction adventure how LotFP characters end up in planet Carcosa.*

*Disclaimer: Just bought and got that book so... CARCOSA!

3

(1 replies, posted in LotFP Gaming Forum)

So, one of these bookmarks has Number of spells in Magic-User's spellbook table. Can't find anything like that in Grindhouse or hardback Rules&Magic books. So how this works? Is this for player character's and how? Or is this random spellbook as a treasure kind of a thing?

Enlighten me please.

Great David! That is awesome. If I add Elf's level to that total "spellpoints" is it too much? So level 1 Elf with two 1st level spells and one 2nd level spell could cast spell levels up to 5 points.

After Elf has used his spellpoints could he try to force cast with save versus magic - spell level to roll or chaos effect?

5

(8 replies, posted in LotFP Gaming Forum)

I bet in open doors Specialists do open doors more quietly than Fighters though.

But why make jumping as a skill work totally different than any other rules? It's like creating a sub-system for jumping. If in my games there was a situation I thought that jumping is uncertain thus needs randomization I'd just go with the situation and roll something what feels right then smile Don't need rules for that.

6

(5 replies, posted in LotFP Gaming Forum)

Yuritau wrote:

Also.. if you want to, you can put your low stat into Int and have an idiot-savant Magic User! That's nothing short of awesome.

This I agree!

I like that in LotFP you aren't forced to choose your class based on your stats to not suck as that class.

7

(8 replies, posted in LotFP Gaming Forum)

Treant_on_Fire wrote:

I feel like if something like Climbing or Open Door is in skills, Jumping should be similar.

Well, why not. But I feel that skills are boring and less skills there are the better. And skills should be Specialist's thing to do all those special things.

I don't like the idea that other characters have 1/6 in jumping but Specialists can get better at it. It's more like physical activity instead of something you learn and tinker with.

But if Jumping was a skill it would be:
1/6 for Dwarf and Halfling
3/6 for Fighter and Specialist ( both physical classes. Specialist can use skill points for this as normal)
4/6 for Elves (they are agile fellows aren't they)
2/6 for the rest of classes.

And in revised rules I suppose there are skill difficulties. More difficult the task is higher die you roll. For example normal jumping stuff would be d6 but when jumping from snowy and slippery rooftop to other slippery and snowy rooftop would be d8.

I don't like the idea that Elves are basically the same with Magic-Users.

In a nutshell M-Us learn spells by research.

I want Elven magic to be natural but chaotic in nature. Elves cannot learn spells from the book thus they don't need spell books. Elves know magic "from inside" as they are chaotic beings.

1st level Elf character knows as many spells as appropriate and can memorize the spells. Elf cannot learn new spells before he levels up. That's because Elves advance as a character and that's when they learn new "hidden" abilities.

Elf known spells are randomly determined. As Elf magic is chaotic they cannot know or decide what spells they will learn or know. So when creating an Elf character randomly roll the spells that chaotic individual knows. Also when Elf levels up randomly determine what spells his advances chaotic character now can cast.

But there's a problem here. As Elves only learn new spells by growing as a person (leveling as a character)they will have less spells to use compared to their collection in spell book. So how to fix this?

In addition Elves can brew potions, use scrolls, wands and staffs as M-U. Only the spell research part and copying spells to their spell book doesn't happen. So how to replace the spell book to keep the balance but make the chaotic nature of Elven innate spell skills more obivous?

Elves can memorize spells as their level allows, but how many spells Elf can know at each level? I was thinking that Elf finds out new spell powers inside him when he levels up as many as he can memorize, but isn't this downgrading Elves known spells?

Example (I pull this out of my hat because I don't have reference to actual spell progression at hand):
Elf now can memorize at his current level two 1st level spells and one second level spell. These spells are randomly determined what he knows. Naturally it's up to player what spells the Elf will memorize (one of each or two 1st level spell slots with the same spells).

Next level Elf can memorize three 1st level spells and two 2nd level spells (pulled that out of my arse). So player randomly rolls extra first and extra second levels pells the Elf character invokes (his chaotic nature developes). Now the character can memorize three 1st level spells and two 2nd level spells and knows as many spells...

But that's the problem I got. The Elf is stuck to the amount of spells equal what he can memorize compared to spell book where can be lots and lots of spells. So how to fix this screwery?

One option I was thinking is that Elf can try to cast a spell without forgetting it. But because Elven magic is chaotic, there's a risk doing this. So Elf can either:
a) cast and forget
b) cast without forgetting with a risk

But what's the risk? The risk is, that the spell might backfire. The reason basically is, that it is much safer to release the spell power and forget it than release the spell power trying to maintain its force in his mind.

How this risk works? There are few options for this:
a) Save versus magic (or equivalent) - spell level to die roll (example. Elf's save vs magic is 15 and he tries to cast a spell without forgetting it of level 3. So he must save against 12
b) Change is 1 in 20 + spell level that the spell backfires (1-4 if 3rd level spell)
b) Roll under Intelligence with d20 + spell level

(In my opinion save versus magic is most logical and tweaks the mechanics the less).

And the backfire? There's two options:
a) the spell "explodes" on Elf before its power is released (Elf casts sleep on self, hurts as the fireball explodes inside him etc.) No save allowed (because basically he already saved)
b) random table time! With effects from spell effect on self to you died (Raggi style random table result). The results should be chaotic in nature as Elven magic is chaotic. So there could be anything from shooting ye friends or casting buffing spells on monsters. Or reversed effects. Or mutations on Elf (Hideous form, loose permanently CHA) or in worst case let's make some summoning rolls (because chaos).

The a option is simple the b option is more interesting.

BONUS

Agree or not with my Elf modification or if you don't have anything to say about it you can still give a hand here! Give me some random spell failure effects! Let's make a sweet spell backfire table here!

tl;dr
If Elves cannot research and study and find etc. new spells nor own or can use their personal spell book, how their spell advancement works?

Oh, and maybe I should check how D&D 3e Sorcerer class worked... There might be some ideas. Maybe LotFP Elf (and why not OSR in general) could be Fighter/Sorcerer instead of Fighter/M-U.

9

(1 replies, posted in LotFP Gaming Forum)

If I see an older topic I want to contribute what's the rule? I mean not just digging up an old topic and answering it just to say "yay ok" but to add something.

What is too old topic to be answered again?

I am asking this because I saw some older topics I'd like to answer but I am not sure if it's considered worth a thousand deaths here. Some forums are really strict with this.

I think Raggi is the right person to answer this but other forum users opinions are also highly appreciate (I suppose).

10

(8 replies, posted in LotFP Gaming Forum)

Roll under DEX/STR (depending on situation) with d20. Modifiers -4 to +4 to DEX/STR depending on situation. -2 for those with short legs. -1 per encumbrance.

This is basically optional Layrinth Lord rule for attribute rolls.

Those modifiers can be slippery ground, running start, long distance, low HP etc. what ever.

11

(8 replies, posted in LotFP Gaming Forum)

Yep. Either choose double damage or roll the revised card based on GDF#5. There's also natural 1. Roll GDF#5 or take a penalty that opponent can immediately counter attack you.

12

(6 replies, posted in LotFP Gaming Forum)

Nah, she's obviously tired of her fellow arguing and she just wants to order a beer - or two.

13

(8 replies, posted in LotFP Gaming Forum)

If you need some game mechanic rules to represent the horror the mood of the game isn't scary enough then. Instead of trying to think all these varieties of mechanics try to think how you could actually make the game more horrific.

Player characters don't have morality score for a purpose for example.

Good points on using cards over a chart/table. It's like those collectible card games you can expand with booster packs.

15

(11 replies, posted in LotFP Gaming Forum)

Hey! I like this idea a lot. Plutonian also might connect the seas to the Isle of the Unknown!

Why can't you just put random tables on little cards to save space? Cards look cool though but...

I once wanted a small rules to fit any place. So I wrote all the necessary rules in cards size of post cards. Those were sturdy and took not much space.

Oh btw take a look on this: http://magicseteditor.sourceforge.net/
You can easily make custom cards. I have made spell cards using this. It is neat. What ever spells character knows he gets them as cards with descriptions, effects etc. Great tool for newbies.

Here are a couple of card examples I made (D&D 3). There are typos etc. and I've done better. Those two pictures of cards are just examples.
http://cradleofrabies.blogspot.fi/2010/ … cards.html

17

(6 replies, posted in LotFP Gaming Forum)

Bluespruce786 wrote:

It sounds like your using random character generation to create a bunch of pregens then putting those pregens on a d100 table.

Yes, I do d100 random abilities but I don't use any random chargen. I roll the dice using dicelog. 3d6 x 6 so I get results I put on the table for one character. I randomly roll abilities.

I would make up whatever stat lines that I wanted and then put them on the table.

Too much work to just put numbers there. Also that's not random at all in my opinion. Also it's easier to roll 3d6 in order and record the results.

And I would do an equal amount of fighters, MU's, Clerics, thieves etc.

Why? What people have said in this topic it makes sense that some character classes (demi-humans for example) are rarer than others. But I'd like to hear your reasoning. Also in my games demi-humans are rarer than human classes so it makes sense for me.

What are you going to use this chart for?

Don't know. If for some reason I need several stats quickly I can roll 1d100 per character instead of rollind 3d6 in a row. That comes handy if for some reason I quickly need tons of characters tongue Also if for some reason I need stats for NPC it's faster to roll those this way than 3d6 in order.

But I also make this for fun. I like creating small little things and I like recording numbers with Excel while I drink beer and listen to music.

18

(11 replies, posted in LotFP Gaming Forum)

Yuritau wrote:
Bluespruce786 wrote:

But I just got LotFP (Deluxe edition smile in the mail 2 days ago and I love it. I read a review that said the artwork was too explicit, but I havn't found it to be so, and I can always print out the pdf and have the kids draw their own pictures on that.

The art warnings are about the Grindhouse Edition, and of course Death Love Doom. And in those cases, they are legitimate warnings.

So Deluxe isn't that bloody and rotten in art then?

19

(6 replies, posted in LotFP Gaming Forum)

Hey Giordanisti I like that system of yours. I have to give it a good thinking, but it seems to be quite logical.

Galahed de Corbenic, I will check that PDF when I got more time.

I am creating a random character table where you roll d100 to get pre-rolled abilities and character class. So with one roll you can determine both all six abilities and a class/race.

Creating random abilities is easy but what would be a rule of thumb what class that character could be? I was thinking a system where I pick two highest abilities and base the character class on those.

But what are the main abilities for each of the class and race? I need some guidelines to logically determine the class. I noticed I started making too many Fighters and M-Us and only few other classes.

Note: Another option is to roll class and abilities separately, so you could get randomly stupid but strong M-U or weak but intellect Fighter smile

Thanks for the help in advance!

21

(32 replies, posted in LotFP Gaming Forum)

In indiana Jones Holy Grail was a mundane wooden cup, not one of those awesome golden jeweled cups. So sometimes a magic item could look just normal.

22

(54 replies, posted in LotFP Gaming Forum)

Ability modifiers affect skills. Get as many bonus d6's as your ability modifier is when using a skill. Ability modifier used depends on the situation what would be most logical ability to use that skill.

If ability modifier is positive (+1, +2, +3) use the best result for skill resolution.
If ability modifier is negative (-1, -2, -3) use the worst result for skill resolution.

Examples:
Character tries to open door. His skill is 1/6 and STR modifier is +2. Rolling 3d6 (one basic + modifiers) and getting results 1, 5, 6. It is a success!

Another character tries to open the door. His skill is 1/6 and STR modifier -2. Rolling 3d6 with same results above is a failure, because worst result was a 6.

Simple!

The Slender Man! There are some really awesome (fake) woodcarvings of The Slender Man. Usually he is a modern day creepypasta and faked urban legend but it can also be used in historical/fantasy settings.

24

(10 replies, posted in LotFP Gaming Forum)

Why is the downloadable character sheet's skills different to Grindhouse character sheets? Which one I actually should use?

25

(54 replies, posted in LotFP Gaming Forum)

Andrew S wrote:

Firearms: Small (pistol) = d6, Medium (arquebus) = d8, Large = (blunderbuss) = d10. Each takes a full round to reload, any damage suffered by the user disrupts the process. Penetrative, any target with an AC greater than 14 is treated as 14 for the purpose of hit rolls.

Hey I like this a lot. Really simple and that 14 max AC is nice little touch. What are prices for your S, M and L firearms? And encumbering? Normal, normal, large?