1

(3 replies, posted in LotFP Gaming Forum)

http://eyerayofthebeholder.blogspot.ca/ … ngeon.html

From the actual post (with the main difference being that anyone who posts in here I'll add the room myself back in the post if you don't have an account to post there):

  I'm going to let you guys fill the dungeon. At some point during my campaign when all my players have reached level 2, I will run it for them and post the result of the game in this blog afterwards.
  The way this works is: In the comments, write the room number and what is inside. (Monsters, treasure, etc.) Anything you leave out means it isn't there. (For example, if you don't write any loot on a goblin, the goblin had nothing loot-worthy.)
  Boring Example: Room #X: 1 goblin armed with a shortsword and a buckler, wearing leather armor. (Coin purse with 2 GP and a back-scratcher under his belt.)
  You have to write the rooms IN NUMERICAL ORDER and it's ONE ROOM PER PERSON. There's no time limit, it's done when Room #25 has been filled.
  Please make sure that you take into account what others have established for the dungeon so far when you add your own room idea. If two people happen to post the same room number at once, I will bump one of them into the next number via the comments section unless moving it would make no sense, if that happens we'll think of something.
  I do reserve the right to modify or remove a room idea via comments. (For example, if someone writes that anyone who walks into the room dies without a Saving Throw just like that, obviously I won't keep it.) If that happens, it's the one time someone else can 'go back' and fill a previous room.
  What players will find in the rooms can be good, bad, or a little of both.The main goal is to make a dungeon that will be different, interesting and varied via collaboration of different ideas and playing styles.
  Ready? Set? Go!!!!

2

(2 replies, posted in LotFP Gaming Forum)

Yuritau wrote:

I don't know of anywhere to get the Deluxe Edition anymore (aside from occasionally Noble Knight Games), but I still have my copy, and while I wont distribute the whole thing without permission from James, I figured it'd be OK to cut out the price lists and share them for ya.

Link to it on my google drive here.


Thank you very much! smile

To me LotFP just is the book where I find it the easiest to find stuff in. I'm not sure why that is.

3

(2 replies, posted in LotFP Gaming Forum)

I respect the artistic choice of having the silver standard in LotFP starting with the Grindhouse Edition and all, but I use gold for my games and ever since my old computer died I lost the PDF free copy of the Deluxe Edition. Today I was going to print out the Deluxe price sheets to fold into my Grindhouse box only to find out it's no longer in the web site and can't be found anywhere.

Yeah, I know the Grindhouse book says to translate 1 silver to 1 gold but as soon as you get into coppers and all that, it no longer holds properly. I kind of wanted access to the gold standard prices.

Anyone know where I can find myself a copy of the Deluxe Edition at this point?

4

(1 replies, posted in LotFP Gaming Forum)

Oh man, I read these a while back and I loved it. The sci-fi changes you made are actually a perfect example of what Raggi wrote in the core books about modifying an adventure to fit Weird RP without changing the adventure itself... Except in reverse. (Changing it from Weird to Gonzo.)

Also, I love the vampire replacement. (No spoilers. tongue)

5

(17 replies, posted in LotFP Gaming Forum)

I'm pretty sure it's supposed to be a table candlestick. xD But thanks for the tip, it still applies.

6

(17 replies, posted in LotFP Gaming Forum)

Yuritau wrote:
YnasMidgard wrote:

I see Yuritau's point. Note, however, that the 25gp jewel (gold standard) equals to a 25sp jewel (silver standard); they are, for all purposes, the same (except, as you mentioned, copper pieces are back).

All in all, it really is a fashion choice.

Yeah, for things where the GM gets to set the value as arbitrarily as he likes, the numbers can carry over as directly as you want them to. It's the specific case of items MADE of gold where things are much more interesting in the Silver Standard. big_smile

Since you mention that... Can anyone help me with the value of a gold candlestick? It's part of the treasure in an OSR dungeon I'll be using for my game... XD

7

(10 replies, posted in LotFP Gaming Forum)

What's the damage when a Magic-User's lab explodes? It says 'd10', should I understand it's 1d10 or is the amount of d10s missing?

Enjoy! http://eyerayofthebeholder.blogspot.ca/ … s-for.html

9

(3 replies, posted in LotFP Gaming Forum)

Thanks.

10

(7 replies, posted in LotFP Gaming Forum)

CinderellaManJJ wrote:

Treant_on_fire, that was exactly what I was looking for. Thanks so much!

One can't help being awesome... smile

11

(7 replies, posted in LotFP Gaming Forum)

Look at the Grindhouse Referee book, p.74. smile

12

(3 replies, posted in LotFP Gaming Forum)

So... I know that Raggi can't answer that directly due to legal reasons and whatnot, but to everyone else... LotFP is a retro-clone of OD&D, or another version? I'm really curious at this point!

13

(10 replies, posted in LotFP Gaming Forum)

Justin in Oz wrote:

If the beholder does not roll to hit, I would be inclined to say breath because you are trying to dodge the ray.

He does, it's a ray attack.

14

(10 replies, posted in LotFP Gaming Forum)

islan wrote:

Isn't the save in LotFP called Poison / Death, or is it just Poison?

That's what caused my confusion in the first place, in some D&D games it is called both and it's even somewhat described like that in LotFP despite just neing called 'Poison'... But the way I'll be using it is; if it's poison of a natural sort, like a spider's venom, I use Poison. If it's a supernatural insta-kill attack like a Bodak's, I use Magic. But that's my personal take on it. I'm unclear on the official one since I'm not familiar with actual pre-3.X editions, just their retro-clones to some extent.

Maybe if Raggi could share which save he'd use for a supernatural monster Death attack as an example? tongue

15

(4 replies, posted in LotFP Gaming Forum)

Sir Wulf wrote:

In a feudal land where the king claims possession of the entire realm and grants fiefdoms to his noble liegemen, such a role might be played by the local lord, his reeve, or other officer of the royal court. 

"His Serene Highness doth grant sole and singular license to the Worshipful Company of St. Colmaine, granted for the purpose of exploring the ruins of Bonepale Abbey and recovering what relics of heretical worship may remain within."

I like that idea.

16

(10 replies, posted in LotFP Gaming Forum)

I think I'll simply ignore the fact that 'Poison' is also supposed to be 'Death effects' and use it for actual poison and similar things. As soon as it's a supernatural monster attack, even if the end result is an instant kill, I'll use Magic.

17

(10 replies, posted in LotFP Gaming Forum)

Gaigaia wrote:

Normally, if the effect is 'to kill' something on a single hit, Poison is used.

But, as the Gm, you are free to adjudicate whatever the way you'd like. Is the desintagration a magic effect, destroying the aether and spirit connection of the body and soul? Then, use magic.

Is the desintegration physical? The power of the creature acting on the victim's body in a way of anihilating every single cell of it? Then, Poison.

Are you feeling douchy today? So ask your player to save from BOTH! If he fails any one of them, then he is dead, haha.

That's how I think, at least.

The way I use saving throws in my game are like this:

. Paralyse: It is for effects that binds the target, including grappling.

. Poison: Everything that affects the biology of the victim in an invading way (diseases, natural venons etc)

. Breath: It's basically reflexes. Are you falling through a trap? Save against 'Breath' to see if you cling into the edge of the cliff.

. Magic Device: I don't use it. Some times I use specifically for trap and seeing if you can perceive the trap and avoid it, but I don't like this one. It might be used for 'surprise attacks', as some sort of perception roll, but I'm digressing.

. Magic: Everything that is supernatural, mind controlling, soul shattering uses saving throws. I also use that for Insanity and Corruption, when creatures are so vile and so beyond human compreension that the mere sight of it may kill a player, or cause damage.

Thanks smile

18

(10 replies, posted in LotFP Gaming Forum)

samwise7 wrote:

I guess read over what the descriptions of the Saves say and choose accordingly.  I'm not sure which would be better as I can see reasons to choose each one.

I might convert them to Ref, Fort & Will at this point...

19

(4 replies, posted in LotFP Gaming Forum)

islan wrote:

Might want to provide a description for the link, else some may see your link as nothing more than spam.

Done, thanks for the tip.

20

(4 replies, posted in LotFP Gaming Forum)

http://eyerayofthebeholder.blogspot.ca/ … roker.html

    So here's an idea for an NPC that players can meet in a city environment (often a tavern)... The Dungeon Broker.
  This character will only fit in a campaign where there are plenty of dungeons to explore from many past civilizations and old powers. In other words, a world where dungeon running is as much a trope for the inhabitants of the world as it is for the players themselves.

  The Dungeon Broker could be a businessman without scruples, a crime boss, or perhaps even in some settings, a Dungeon Broker can do just that full-time; dungeon brokering. (Up to you to decide if there's only one Broker in a city or even a setting or if there are many to the point where it is a profession as common as city guard captain or crime boss.)

  Now, what is a Dungeon Broker exactly? Simple. In a world filled with clues, old maps and legends to ancient dungeons and other places reportedly full of treasure for those brave enough to go there, the Dungeon Broker is the guy who hands out said maps and clues... for a cut of the final treasure.
  Reasons for the Dungeon Broker to not go after the treasures himself can be many. Some possibilities could be (but are certainly not limited to):

- It's more profitable for him to distribute many maps and clues and then collect his share from returning adventurers than it would be to spend his time going into one dungeon after the other.
- He is too busy with his main business to go exploring. Maybe a crime boss doesn't trust his men not to take over if he leaves the city for too long, or maybe he needs all his men for a war against another gang.
- He simply has a distaste for the danger it involves.

  There are many ways a Dungeon Broker can ensure that the adventurers will give him his share of the treasure once they're back. While some might work with legal contracts, trust and a handshake, or good old coercing, most Dungeon Brokers who aren't spellcasters themselves will want to hire one. The Geas spell is often the most used, and normally adventurers who deal with Dungeon Brokers regularly will come to expect and agree to being put under the spell. If not, that's fine, but the Dungeon Broker will keep his maps and clues for himself. That also means that a Dungeon Broker needs to spend a significant amount of coin in protection to avoid having a group of adventurers just rob him. (Which is no guarantee for stopping such events from happening of course.) When all is said and done, a smart Dungeon Broker NEVER keeps maps and such on himself, and even less in his known place of business where everyone will expect those to be. But not all of them will necessarily be smart.

  Broker shares will depend on each Dungeon Broker and each specific setting.

  Dungeon Brokers also afford an easy way to offer different possibilities to players while also scaling each place according to the group's average level, if such things matter to you. At first, a Dungeon Broker would not trust his best map to a group he just met, so he'd send them to some unimportant dungeon with perhaps a few worthy items to be possibly brought back. As the adventurers continue doing business with the Broker, he'll trust them with more and more promising locations.
  A good way for a DM to use the Broker would be to have many dungeons/adventures ready. The Broker then tells the adventurers what jobs he has available (while leaving enough details vague so the adventurers cannot guess where that would be before making an official deal with the Broker.) Once the players pick one of the adventure hooks, you'll know which dungeon/module to run for them.

21

(10 replies, posted in LotFP Gaming Forum)

So let's say a monster has a disintegrating attack (like the Beholder). Should a character save v.s Poison or Magic?

22

(17 replies, posted in LotFP Gaming Forum)

Yuritau wrote:

I love the silver standard. The biggest reason why I love it is it cuts down the complexity of the monetary system by 25%. Every system I've personally seen that uses the gold standard has the same 4 denominations: copper, silver, gold, and platinum (with electrum thrown in for fun in some systems). The only purpose Platinum serves in those systems is cut down on the number of coins carried, because players end up with such vast quantities of gold and silver. In the silver standard system, you only need three denominations, because silver is the baseline, and you can upgrade to gold to keep the quantity of coins down.

Also, it also makes any appearance of gold (jewelry, tableware, etc) that much more special. For example, imagine the party just found a golden platter in a dungeon, and lets say that the platter is made of about the same amount of gold as it would take to make 25 gold coins. Depending on the quality of craftsmanship that went into making the platter, it's probably worth 25-50 gold coins (assuming no decorative gems). If you're using a gold standard system, that platter represents approximately one quarter to one half of the average starting wealth of a player character (in some systems, like Pathfinder, certain classes can start with as much as 300 gold). Some players might not even bother carrying that back to town, especially a few levels in.

But in LotFP's silver standard, that exact same platter is worth 7-14 times as much as the MAXIMUM starting wealth of a player character (1250-2500 silver). Even at higher levels, that would be worth carrying back to town, IMHO.

And finally, the other thing the silver standard does is make copper coins relevant again. When was the last time you played in a gold standard system and actually cared about copper? (treasures containing 5000+ copper coins don't count, cause those are just silly to begin with) In the silver standard system, it's actually worth carrying around a couple dozen copper coins, since most common-folk and beggars likely deal in copper almost exclusively anyways. In my experience it's rare to see even lower level players in gold standard games bother recording copper on their sheets. Often not even silver!

True... As a side-note, my previous 'more book-keeping' should have been 'more converting'.

I remember a 3.5 player who wouldn't even want change so as not to carry copper! O_O lol

Plus I like the idea of an adventurer being ambushed by desperate villagers who saw he had GOLD! tongue

Anyway, like I said, I like it personally, I was just pointing out that it can be a pain to use other books with it... (But admittedly not THAT bad, I think I exaggerated in my OP)

23

(17 replies, posted in LotFP Gaming Forum)

I get why it was done, it makes it more down to earth/gritty... More realistic. Fine.

HOWEVER...

Every other OSR/d20/D&D variant out there uses the Gold standard. Even some in-house products do! Death Frost Doom uses the Gold Standard (I believe the first version of Weird Fantasy did too, but I'm not sure), so does Vornheim!

I'm actually thinking that in some cases, people are better off sticking to the gold standard and just converting the equipment prices from the main books and latest LotFP adventures instead of doing so every time they use a D&D book from another source. It really just depends on how many other books you'll use, but it's worth pointing out.

Anyway, does anyone feel like the silver standard was worth the trouble? Personally, I like it in theory but hate it in practice given that in the end, it doesn't change much game-wise but leads to more book-keeping.

24

(8 replies, posted in LotFP Gaming Forum)

Thaumiel_Nerub wrote:
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.

The same could be said of Open Doors. You can compare strong Fighter to a normally-built Secialist, yet the Specialist manages to open the door better if he put points in it...

I agree with the races modifying jumps. I also think as previously stated that Str should influence jump. So, taking in everything that has been suggested so far...

1 in 6 to start with.
-1 for Halflings and Dwarfs. (This penalty is not always applied. It cancels the first positive +1 modifier, but if a roll is made without any positive modifiers, this penalty is not applied.)
+1 for Elves.
+1 with a running start.
Using Search successfully first will give you a +1 to your jump, as you've analyzed the surfaces and the best point to jump off from.
Apply Str modifier to Jump, either positive or negative. (If negative, apply the same rule as racial Jump penalties. However, the lower the penalty in this case, the more positive modifiers it will cancel. -1 will cancel +1, -2 will cancel +2, and so on...)
-1 when Lightly Encumbered.
-2 when Heavily Encumbered.
-3 when Severely Encumbered.
Long distances and/or heights give penalties (similarly to Open Doors).

I treated racial and Str negative modifiers the way I have because it makes no sense that they would be outright unable to even try jumping. A Halfling with a -1 Str modifier can still TRY to jump. However, it could be easily argued that once that same Halfling is lightly encumbered, he's too bad at jumping to even try at that point.


Optional rule: When missing a Jump roll by 1 when attempting a leap, if the Ref deems it possible, a character might try to do a Climbing roll to grab on to the ledge or side of the cliff (or whatever other surface you're dealing with). The Climbing roll could have penalties, depending on the surface. It is entirely possible for the roll to be impossible for a character to even try if he has only 1 in 6 and the surface is not easily grabbed onto.

25

(8 replies, posted in LotFP Gaming Forum)

Thaumiel_Nerub wrote:

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.

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