(3 replies, posted in LotFP Gaming Forum)

Turns are often called "exploration turns", and are used on a different time scale, often to track movement around the dungeon (movement in dungeon exploration is often given "per turn"), it takes a Turn to search a wall, light sources last a given number of Turns. A common assumption is also that each fight takes one Turn, even short ones (a bit abstract, but basically it includes a bit of rest and recovery after the fight). A lot of non combat spells have durations given in Turns, as well.

Basically, they make it easier to track time in the dungeon, which was very important in the "old days" (and, to me, still is). smile

I use a special time tracker with tick boxes for each turn, where I can also note when spell durations end, when to roll for random encounters, when light sources run out, etc...


(1 replies, posted in LotFP Gaming Forum)

If you can live with a PDF, there's always this gem, suitable for a one-shot:
http://www.drivethrurpg.com/product/113 … d-Princess

Sounds suitably clever to me. Might require an architecture test to avoid undermining the tower (to hilarious effect, maybe even releasing the wizard).

Let your players choose if they want a large or small cutlass? It won't make much difference in the current system, so there's no real concern for balance or such.


(7 replies, posted in LotFP Gaming Forum)

I really like the World of the Lost hexcrawl, if you want something fairly substantial but still with a cool and weird vibe.

These things have been discussed before, so I'll take the liberty of answering them with what I know.

- Strength only adds to Hit rolls, by the book. This is to preserve the chance of causing a single point of damage.

- Infravision and the like have been intentionally removed, by the book the "demihumans" have nothing like it. For me personally, I see this as a really good choice; lighting conditions are an interesting limitation and these "darkvision" variants are really boring.


(7 replies, posted in LotFP Gaming Forum)

Great seeing you here!

My advice: get into it right away, not too much prep, and let the players drive the story, regardless of which module you choose to run. You'll quickly get the hang of it together, and the real fun in playing this game is the strange things that are likely to happen around the table. smile

Totally. This is LotFP, you'll die anyway. smile

Apart from specific circumstances (sticking your arm into a steel jaws trap will cut it off, regardless of game mechanics)

I do maiming if a character is felled in combat. Instead of dead at -3 HP or less, I allow a save vs Death; on a pass, you survive but lose D3 from a suitable stat (which is then described appropriately, as a limp or brain damage etc). On a failure, you are indeed dead. If you are brought to low HP from other things, common sense dictates if you can save (drowning, not so much, for example).

There are three people at level 6 in the current party i GM; though since we're mostly doing Barrowmaze it's not your typical LotFP thing with the inconic modules. But this is after 1,5 years of play (and a total of about 50 session), so advancement isn't exactly brisk...


(4 replies, posted in LotFP Gaming Forum)

Might seem a little trippy, but I tried this a while back with another asian-styled campaign: burn incense. The really sweet and flowery stuff. Puts you right there, and hits a sense players are not used to having activated.


(1 replies, posted in LotFP Gaming Forum)

This spell, as written, is a god-damn killer... in a way that feels a bit out of scale for its level. It does require being outdoors, but I see no restriction on teleporting people 360' into the air. That's Save or Die right there, without requiring touch (although the Range IS limited).

I guess this is intentional?


(8 replies, posted in LotFP Gaming Forum)

I recommend rolling in the open  for everything, except possibly for random encounters (although I do that in the open as well). It's a bit unnerving at first, but really liberating after that.

I've run quite a few Ravenloft campaigns, and the main change I did which I believe would fit extremely well with LotFP is to base the entire Ravenloft on a sort of mythical Europe; instead of the domains being from different TSR worlds, they are parts of our own world. It grounds the world even more in something recognizable, and also allows the players to easily create a group of characters without you needing to provide a mass of strange backgrounds and settings.

That, and tone down the fantasy elements, I think; remove orcs and orges and such and replace them with freaks and mutants, much like Crunk suggests. Fear/Terror rules also work best without taking over control of the characters, I believe; I never force a character to flee, I just stack on large negative modifiers to doing anything offensive which generally means retreat becomes the sensible option.


(7 replies, posted in LotFP Gaming Forum)

I usually start people at 80% of the lowest XP total in the group. That sets them a level or two behind, but also means that a group which has consecutive deaths a few sessions in a row can drop pretty far (since the lowest total will be the guy who rerolled last time)... which is fun! Going back to some lower-level adventures again, maybe with a higher level leader ("I've seen things you wouldn't believe..."), is a great time and lets you dig out one of those modules you thought the players had "passed".


(4 replies, posted in LotFP Gaming Forum)

You add them to your To Hit roll, which as far as I can tell is as intended; damage is kept a bit lower and less reliable, and anyone can possibly cause 1 damage. The damage output of a strong fighter is still far higher than others, due to more frequent hits.

Don't be shy about leaving it up to the players; they will hopefully have fun coming up with reasons why two characters of such disparate beliefs tolerate each other, or are even close friends. Things from the past, maybe they are siblings and the cleric still holds hope of saving his brother's/sister's soul?

Bottom line, though; don't get too stuck on the details. This is still LotFP. If you just get them started playing they will, in no time, either be dead, be bonded by such horrific experiences that the mere question of the immortal soul seems insignificant or they will have committed such an atrocity together that they are united by the simple fact that everybody else hates them... smile


(3 replies, posted in LotFP Gaming Forum)

By the book no, but make your own rules. I allow stacking of 3 torches and 2 potions / flasks (oil, holy water etc) in one slot, and also allow the stacking of 3 iron rations per slot. It's worked out fine so far.

I've been ruling that these fighting modes are not for those using reach weapons from the back rank; doesn't sit well with me.

If its a one-shot, give the characters at least level 2-3, or have a good solution in place for getting replacements in quickly; you want to keep everyone in the action for a while and give them enough durability to not drop dead from the first arrow.

That being said, it's LotFP and the gloves are off, so expect death and disaster... smile


(3 replies, posted in LotFP Gaming Forum)

You lucky bastard!

Perhaps he'll use them as test subjects and blast them all off to Carcosa with his giant Telescope? It's what I would do... and it gives you an excellent excuse to expose them to some massive weirdness.


(6 replies, posted in LotFP Gaming Forum)

Personally, I like high character attrition and would avoid "fate points", but it's really a matter of taste. My players came from more traditional games, such as 3.5 D&D, and really needed a bit of a "shock" to the system when we started with LotFP (in the form of multiple character deaths) to realize what this game is about.

Now, it's hard to get them to play anything else... smile

Sounds like a good time was had by all! smile

About the treasure, though - I do think that the numbers here are NOT downgraded for the LotFP silver standard, or that hoard is seriously massive and will cheat you out of the entire low-level fun (not that that matters too much at a convention, but anyway).


(2 replies, posted in LotFP Gaming Forum)


I've actually run Barrowmaze with the rules with two different parties, and it's worked out perfectly. Make sure to have your own decisions regarding timing, searching and the other activities in dungeons firmly in place though, since resource management of those things are the whole key to this maze.

For the monsters I just used the Legend Lore bestiary and everything's there. I go with any plus to HD equates to using the higher attack bonus, but that's really not a big deal. Id go beyond "flipping" AC though - I always give my monsters AC in the range 12-18 unless something is really, really strange (or they have plate mail and a shield). High AC scores are not really a good idea in a straight OD&D thing like LotFP, I think.

One thing to remember; with LotFP, long fights with large numbers of mindless undead can become a slog. Lots of whack-whack-whack back and forth. I made a rule for multiple attacks simply to tackle this issue; your choice, really, since the balance works fine, but combats may sometimes run a bit long.


(8 replies, posted in LotFP Gaming Forum)

If you haven't checked it out, read up on Carcosa as well - it's a marvelous product in its own right, and especially (or perhaps primarily) fun if you and your players are into the style and setting.