islan wrote:

It seems to me that, so long as you don't abuse a charmed person/monster, they are charmed permanently.  Is this correct?

Bear in mind it also says "neglect" So that barmaid you charmed before moving on to explore and adventure will likely be rather pissed when you return 6 months later.

Brian

Lord Inar wrote:

"Beginning Spells"  under "Magic User" p 79 - Rules and Magic

"At the start of play, every Magic-User’s spellbook contains Read Magic plus three other randomly determined first level spells.
An Elf begins play with only Read Magic in the spellbook."

Mine actually doesn't say that. Maybe it was errataed

Lord Inar wrote:

One thing I never noticed until recently is that the elf starts with NO spells except Read Magic, while a Magic user gets three, which balances it a wee bit.

Where does it say that?

Well, I just wanted to make them seem alien and otherworldly. Creatures of Chaos from outside the world, and even they don't know where they came from, if they came from anywhere.
They might have sex, recreationally, since they are built like elfy humans, parts and all.

Brian

It's a sort of Dying Earth type world. An incredibly ancient world built on the ruins of a thousand fallen empires, some of them high tech, some of them magical. It's not a high tech world. Even if you could find a rifle that worked, good luck finding ammo. Swords are what most people have.

In the beginning, the universe started. In the same way that universes usually start. The universe made sense, it followed the usual physical laws. Humans evolved from the muck. Empires rose and fell. There was physics, and science, and technology, but not magic, yet. Alignment-wise, the universe was Neutral. At some point, the humans who lived in this universe created a Brave New World type setting where lots of new races were created to fulfill certain roles. Most of them didn't last. But the Dwarves did. They weren't called Dwarves at the time, but that's what we call them now. Basically they were made as a race of Bob the Builders. They build things. It's built into their genes. If anything like docility or subservience was programmed into them, it's long gone. They were created a long, long, looong time ago, and evolution happens. They are very much their own race now, though they do have a strong affinity for rules and tradition.

Then the gods came. Maybe humans rose up and became gods, maybe they came from outside. the universe. They brought order to the universe. The world became Lawful. In everyday terms, this didn't mean much. Peoples' lives continues as they always had, though there was a lot more in terms of prophecy and destiny. Those things tended to come true. The gods blessed certain humans and they became clerics. The gods tended to stay in their heavens, though. At certain times throughout history, the gods came up with ideas for what humanity should be. They saw all the wars and betrayals and general asshattery and decided they didn't like it. At one point, they decided to create a new race, to show humans how they were supposed to act. A society that lived on farming and hugs. The halflings. They didn't last long. They were like communism. Great on paper, but not practical in real life. Basically, the gods created halflings several times, gave them nice lands to farm on, and then watched as the humans came, killed them, and took all their stuff. They finally created halflings that actually worked, but they had to cheat. The very laws of the universe protect them. If you have a group of halflings living in one of their pastorally perfect homelands, a "shire" if you like, that place will tend to resist any attempt to conquer it. An individual halfling is much less protected, but this still accounts for their totally sick saving throws. As a race, they are just lucky.

Then, at some point, the universe broke. Possibly something broke it from within. No one remembers. It was a long time ago. All that they knew is that some kind of outside force was now jutting its way into our universe, and messing things up. Magic happened. Monsters happened. Things became unpredictable. Chaos was introduced into the world. Elves appeared. No one knew where they came from, even them. They seemed to have their own language, and knew the language of wherever they lived, but that's about it. They had a natural affinity for the strange physics of the outside force that had invaded our world, and could shape it into cohesive effects. Spells were invented. They could even teach it to humans who were willing to learn. One interesting aspect of Elves is that they don't breed. They just.... appear. Fully adult, 0 level elves. There seems to always be a static number of them, though. They walk into the world, fully intelligent, with language skills, but no personal histories or memories. An Elf who has just "walked in" is usually a little under 5 feet tall, and grows an inch or so every 100 years. Some of the oldest Elves are very tall and thin creatures indeed.

All these events were a long time ago, and the current world has lots of buried ancient evils, as well as the randomized new stuff that comes from a highly magical world.

Anyway, just an odd history for a possible game world.

Any thoughts?

6

(5 replies, posted in LotFP Gaming Forum)

I think that Intelligence requirements (or Wisdom or Charisma or whatever) started with 3rd edition. I liked the idea at first, but I came to regard it as a sort of enforced munchkinism.

In early D&D, having a high Intelligence meant that a magic-user got an experience bonus, i.e. +10% all earned XP if your Intelligence was 16 or higher.

So, a magic-user with 9 Intelligence could still learn 9th level spells, but the one with 18 Intelligence learned them sooner.

7

(6 replies, posted in LotFP Gaming Forum)

I know. It's a sort of "Where's Waldo?" halfling pic. smile

Brian

8

(10 replies, posted in LotFP Gaming Forum)

I've never liked familiars. I like the idea of familiars, but I have seen too many versions of them in different games that make them almost a liability.
"You get some random animal, that gives you a slight bonus in certain situations, and if it dies, you lose part of your hit points forever."
I wouldn't mind a familiar, but the idea of keeping a small hit point creature at all times that will permanently damage me if something steps on it too hard is a "Summon Sword of Damocles" spell.

9

(6 replies, posted in LotFP Gaming Forum)

I just thought of a good caption for the artwork at the top of the forum page.

"No, I have the prettiest index finger!!!"

You know the old Tolkien concept that Elves and Dwarves hate each other? Well, they might.  But I think that many Dwarves might have a resentment for Humans.

Think about it. Dwarves are builders. It's in their bones, their blood, their genes. Every dwarf instinctively knows how to build mines, houses, supports, anything.
In game terms, all Dwarves have a 3 in 6 skill in Architecture. Most never go any higher. An adventuring Dwarf can go higher, but most don't.
So, a Dwarf who has spend the last 200 years building and expanding the family mine suddenly meets a 25 year old human who wanders around his life's work and says, "I like this place, but... here's a list of suggestions to improve it."
You see, a properly focused Specialist can start with an Architecture of 5 in 6 at 1st level, and 6 in 6 at 2nd level. And this can really burn Dwarves up. smile

You see, Dwarves are like beavers. Beavers can build dams. They do it instinctively, without understanding the hows and whys. Then some humans come along, see the beaver's dam, say "Huh." and then go build a hydroelectric power plant.
Now Dwarves, as sentient beings, can rise above their instincts and improve, but it takes experience, both in the "XP" sense and the "Living life" sense. They have to go out and see the world. See other forms of Architecture that others have built.

Halflings have the same thing with Bushcraft, but are generally too mellow to hold it against humans.

Yuritau wrote:
BillionSix wrote:

Anyway, just an idea. Feel free to shower it with unqualified praise.

As requested.. That's a pretty damn unique, and awesome, take on elves! I'm currently right in the middle of world-building a campaign setting for my LotFP game, and I may just use this (though I'd likely tweak the limit of 1000 part)!

Yeah, it doesn't have to be 1,000. I am not sure if you are going to tweak it up or down. smile

I see elves as being fairly uncommon. Their settlements tend to be fairly small towns. Picture Rivendell. Not a huge thriving metropolis. Maybe one forested region that is their center, with several hundred living there, and the rest wandering.

At one point, I was going to have it be 666 elves at any given time, but on reflection that struck me as cheesy.

Elves are usually the elder race of whatever world you read about. It’s a holdover from Tolkien, I guess.

But in Lamentations, they struck me as a bit different. For one reason. They are Chaotic. And in LotFP, Chaotic generally means otherworldly, from outside the world, unnatural.

Picture this: Once the world was pure and unspoiled. There were gods and mortals. Clerics had magic, but this is of course a natural part of the world. Dwarves probably came first, being the stone-like architects of the world. Humans came later. Halflings are probably just an offshoot of humans.

Then, one day, a few thousand years ago, a cleric decided he wanted to be immortal. So he meditated and prayed to his goddess, asking to let him stay in the world forever, so that he may have thousands of years to serve his goddess’s will.
The goddess laughed of course. She wasn’t stupid, after all, and she knew selfishness disguised as piety when she heard it. So she laid an embarrassing curse on the cleric and got on with her day.
But the seed had been planted. The goddess was a minor deity associated with art, music, love and beauty. (You know. Elfy things.) She was kindly, if a bit shallow, and was always disappointed to see her favorite worshipers get old and feeble. In her quiet moments, she started to wonder what it would be like to be the patron deity of an immortal race. A race of beautiful, ageless beings who could wander through history, untouched by the ravages of time.

Over the next few centuries, this idle daydream became an obsession. Never much of an intellectual or philosopher before, the goddess began studying the nature of the universe, and more importantly, the nature of things outside the universe.
Immortality wasn’t part of the way of things, after all. When the gods created the world back in the long, long ago, they thought it was important to have a whole cycle of birth and death. Death gods were the ones who shepherded you to the afterlife, their clerics took care of burials and funerals, and “undead” wasn’t even a thing yet. Maybe, a god could bend the rules and restore an individual’s youth, or give them an extra decade or two, but in the end, everyone died.

So, in order to get around that, you needed to break the rules. You needed to punch a hole between this reality and the chaos outside and let the new rules in.
She sent some dreams to her clerics, let them know the plan, and eventually gathered as many of them together in one spot as possible. She had to turn a few away, in fact. But she eventually had exactly one thousand.

Let’s cut to the chase. The ritual worked, and broke the world in the process. The thousand humans changed. They became something new. Their youth was restored, their senses sharpened. But the clerics could no longer tap into the natural magic granted by gods. At first this was a serious blow, but they quickly discovered that they had a natural affinity for something... new. A type of spellcasting that warped the world, instead of working within its natural laws.
They also discovered something else. The chaotic force that gave them eternal life and new magic wasn’t going away. It was working itself into the fabric of the world and... well... fucking it up. There were monsters appearing. Creatures that were considered part of legend were becoming all too real. The “troll under the bridge” that kids thought would eat them actually appeared and starting eating them. Living acidic oozes, snake-haired women who petrified with a glance, corpses who get up and walk, or drink blood. The world was no longer pure.

In addition, the magic that the new immortals had could be taught. Their human friends wanted in on this, and it turns out they were able to use it.

Basically, “Chaotic” had been introduced to the world. Before, “Lawful” didn’t exist. Or rather it did, but no one noticed, because there was nothing else to compare it to. Now there are three alignments. Elves are “Chaotic” of course, and can be affected by things that affect “evil.”

There are one thousand elves. They can only die by violence, and another can’t be born until one dies. Then the dead elf is reborn. As he or she matures, he begins to have memories of his past life, but not the experience or skills. The memories are there, but seem like a biography of someone else’s life. So, for an elf who is sick of life and experience can seriously consider suicide as an option, allowing himself to be reborn, and experience life anew.
After the ritual, the new elves looked very much like their human selves, but became “elfier” as the centuries passed. They also gained about an inch in height every century or so. The few elves that have survived since their creation are very tall, willowy creatures indeed.
A newly reborn elf who has just reached physical maturity (i.e. most 1st level PCs) is usually just under 5 feet in height, so it will be a long time before they reach even normal human size. They do gain more inhuman features with each rebirth. So an elf who has died several times will have very long pointy ears, and likely very inhuman colorful hair and eyes.

And the goddess who created them? Well, she has been strangely silent since the Chaos Incursion. Most humans have never heard of her. Many elves believe she was destroyed in the ritual. The elves that still have faith in her existence tend to be in two camps. One camp believes that having seen the damage the ritual did to the world, she has repented, and the best way to serve her is to fight the monsters and corruption created by it. The other camp is a bit more disturbing. They tend to be.. well... crazy. They think that their goddess meant to do everything that happened. Ravenous monsters? Cool! Undead plagues? Cool! They add spice to a dreary world! Many people refer to them as “dark elves” but maybe we shouldn’t go there.

Most people don’t know the connection between elves and all the magical horrors of the world, and the elves aren’t about to tell them. It happened a long time ago, after all. Though some scholars of other races have come close to guessing.

Anyway, just an idea. Feel free to shower it with unqualified praise.

Brian