I force spellcasters to declare spellcasting (and what spell they are casting) in the beginning of a round. They then spend the entire round casting- I find this makes things much clearer.

If they manage to make it through the round unhurt, the spell takes effect last in the round (or at the very beginning of the next round, the end result is the same).

27

(14 replies, posted in LotFP Gaming Forum)

There are firearms rules in the Rules & Magic hardback book. I'm not sure exactly how to get it though; as far as I understand it will be released for purchase when the new Referee book is also completed.

28

(11 replies, posted in LotFP Gaming Forum)

If in doubt, burn books.

29

(8 replies, posted in LotFP Gaming Forum)

I play it with most options in the book, and more as "standard" D&D than most campaigns - but I still keep the spell list and try to keep the monsters interesting and "non-stock".

The rules are easy to adapt to whatever playing style your group might have, I think.

30

(7 replies, posted in LotFP Gaming Forum)

I like treating them as a spellcasting specialist (as opposed to the spellcasting fighter called an Elf), but that's just a matter of taste and might possibly introduce too much magic into your game.

"Dead before he hit the ground" takes on a new meaning... smile

I leave 'em in and just go; you make sense of them as you go along, and the player who wanted one can contribute. Given the weirdness of LotFP in general the world will soon be so screwed up that a dwarf or elf would feel familiar in comparison.

I really recommend opening with Stargazer; it's a rather forgiving module which still serves as a very good introduction to the "style" of the LotFP universe.

That being said, I really don't think you should fence your characters/players in like this. Let their actions and how they move around in your world determine which hornet's nest they kick next. smile

I play it exactly like Jim's call, and I apply this rule to Stealth as well. It works neatly, since everyone except specialists have a "1" in each skill; thus, only specialists can attempt these things while encumbered (but benefit greatly from not being so).

Sounds great to me. That Official Sponsor level seems just about right.

36

(8 replies, posted in LotFP Gaming Forum)

Pretty sure that specific dweomer was lost along the way... smile

To me, some of the core ideas behind demihumans (attribute bonuses, for example, and very good saving throws) make them non-human somehow; the four core "human" classes cover the bases so well that these demihumans are more add-ons than anything else.

I take them away in historical settings, and add them back on in fantasy gaming. A tad boring, perhaps, but it works wonders.

38

(8 replies, posted in LotFP Gaming Forum)

And, on a following note, do these two reductions stack if you're lucky enough to have both an alchemist and a scholar?

39

(7 replies, posted in LotFP Gaming Forum)

I agree mostly with the general consesus.

I think the best way to use the extra space is exactly that; as extra space. The sheets are a bit too condensed as they are, I think, and lots of space means room for notes and annotations, which tend to cover my players' sheets after a while. Also, some people's scribbles become illegible when they are forced to write on those tiny lines...

40

(0 replies, posted in LotFP Gaming Forum)

I've finally finished my adventure (for Lamentations of the Flame Princess, specifically, but for any D&D version or clone as usual). I would really love some input on it, but no strings attached of course; it's free, and all yours to download and do what you want with.

The adventure can be found here on my blog:
http://deepdelving.wordpress.com/2013/0 … st-waters/

When using a D6, tie-breaking is a rather powerful thing - the attack roll is made with a D20, after all.

If you've ever been hiking, you know how much food actually weighs... and that's modern-day dried or preserved rations. This also assumes that there's plenty of water available.

I go for a slot per day of food for one person, just because I like the pressure of resource management.

43

(7 replies, posted in LotFP Gaming Forum)

My fiddy cents:

1. The spell stars are fun but confusing, and a clearer presentation would be preferrable.
2. Properties and investments are better put on a separate paper, to my mind; they pop up later in the game, when the character has had a chance to develop (which happens once in a blue moon).
3. I'd love to keep a retainer section, but it should then be bigger; as it stands, we always have to keep separate records soon anyway.

I like keeping the sheets simple, and having the players make their own "extra sheets" for anything apart from the most essential, so basically my ideal sheet would just exclude the sections above and include a bit more space for spells.

To make things crystal clear we could push it to its extreme; one party member runs off with ALL the treasure. Does he/she then get a boatload of XP (level and halfway to next, or some such?)?

Hi!

I posted a review of this adventure over at my blog.

A great time was had by all when we played it!

46

(4 replies, posted in LotFP Gaming Forum)

Why limit player creativity?

I think it sounds perfectly reasonable, but I'd say the roll would have to have immediate negative consequences for the character being protected by his/her deity. Not that it's probably more than a formality, but still...

I have implemented the "Lore" skill in my game, mostly due to a lot of demand from my players. I sometimes allow the Int modifier to be applied, but only when conventional education can be of help. Also, I have given each class a realm of "associated knowledge" where they gain a bonus to Lore rolls - most often +1 - such as religions for Clerics, wars and weapons for Fighters and so on.

The advantage to using this as a skill is it gives the opportunity for a certain player (one of my regulars) to play a "sage" type character. The Lore rolls rarely give any mechanical advantages, and to be fair rarely any other advantages, but it lets him ramble on forever about cool background for my adventures and generally annoy the other players...

Here's a link to my "Weird Magic" house rules for spell retention. My version of these rules applies very specifically to sorcerous magic - elves and wizards only.

http://dl.dropbox.com/u/18027713/Weird_Magic_LotFP.pdf

Without getting into specifics, here are my changes:

1. Skill points for all classes, but at slower rates (non-specialists get a single point every 2,3 or 4 levels, and have a specified skill list). These points can be substituted for a to-hit bonus by elves and dwarves.
2. Saving throw improvement curves are "softened" and distributed across levels. I've made new XP charts for all classes to accomplish this.
3. Some new skills (Medicine, Lore and Riding) and an old skill removed (Open Doors, which is treated as a simple strength check). Medicine opens for First Aid, which means a party can get by a bit without clerical healing.
4. MU magic retention - elves and wizards can keep spells memorized upon casting by making a magic save modified by Int, but take a host of risks if doing this (I have a number of simple charts to reference, basically they can take damage or be stunned for small amounts of time, or if trying this with high level spells they can be feebleminded or - yes - they can of course die).

If people are interested I can post specifics, but this is most of what I've wanted to change. I often play with inexperienced players, and thus try to add as few loose rules as I can; especially to combat.

50

(8 replies, posted in LotFP Gaming Forum)

I've used LotFP for Barrowmaze, specifically, just complementing with the monster section from Labyrinth Lord and making any other necessary conversions on the fly. For me, it works beautifully. The players are a bit more scared than usual, as well... another bonus!

You CAN include bonused items, you CAN include most things other "old school" games use. These games are robust, to my mind, and they bend well and don't break easily. I make changes, personally - especially to magic items that are not one-use, but I think that's more of a matter of personal taste.