1

(7 replies, posted in LotFP Gaming Forum)

Don't know how much this lines up with your idea, but I think it might be useful.

Read here: http://gloomtrain.blogspot.com/2014/06/ … -thee.html

2

(6 replies, posted in LotFP Gaming Forum)

For more action I'm attempting to use the Fray Dice from Scarlet Heroes. Not more durable; but more capable of dropping lower level critters.

Just allows me to throw more at them though, which means more dice to hit them with.

3

(14 replies, posted in Crowdfunding Forum)

I believe it's been mentioned in previous threads and titled Lost Inn Space.

Well I might be grabbing 8-10 of those dice sets, just to get christmas shopping out of the way.

I don't see any mention of the GM mat with this listing though, is that not going to happen or is it getting shuffled in with something else?

5

(5 replies, posted in LotFP Gaming Forum)

I was thinking more against weapons like a catapult which do 3d6 shp in damage. Most of the ships could be easily sunk with a few good hits. Which is probably accurate.

Does anyone have a good historical resource for naval combat?

6

(5 replies, posted in LotFP Gaming Forum)

Yeah, that's pretty much what I was thinking. Though I also wondered about using the SHP to determine a sort of damage reduction.

This will all be something I work at in my downtime tonight at work.

7

(10 replies, posted in LotFP Gaming Forum)

I had a player playing a witch doctor, I treated the blowgun as such:

-2 to AC for targets with AC 15 or greater. Though I like the idea of having armour be one level higher against blowguns as well.
Target saves vs poison or drops to bottom of turn order.

That was more the most basic of poisons, now if my player had wanted to spend money we could have gotten a little more creative with the effects.

8

(5 replies, posted in LotFP Gaming Forum)

If this has been covered I apologise, no threads pertaining to this subject seemed to show up when I searched the forum.

Now, I have some players that want to be river pirates and so I've been re-reading the maritime rules and I notice that the catapult has a to hit equal to the number of crew in fighter levels. That's good and all; but unless I'm blind I'm missing what the target AC is to hit a ship.

Are we expected to just wing it? I can do that; but if someone's already thought of some answers for this it'd be nice to know.

For myself I've been thinking to have it based on the nonarmoured AC for a human with modifiers for weather and relative speed.

I would honestly just like to know.

9

(54 replies, posted in LotFP Gaming Forum)

Thank you, didn't even think of that. I'll be adding such clarification to my rules.

10

(54 replies, posted in LotFP Gaming Forum)

I'd be interested in looking over what you've done for magic retention. I've been trying to dabble in the same; my players are more comfortable with the magic spam of 3.5/pf so switching to LotFP is proving a challenge for them as spells are fewer.

11

(20 replies, posted in LotFP Gaming Forum)

A bestiary based upon the creatures found in the Elder Pliny's Natural History could be interesting. Though probably more interesting as an in game item then anything else.

I second the struggles with magic items. Learning at the knee of 3.5 I believe stunted my creativity when most magic is +1 flaming burst sword or the like.

12

(14 replies, posted in LotFP Gaming Forum)

My own interest falters about the Napoleonic War so I understand that; but what little I know is that guns didn't go through much in the way of advancement tell the civil war, save the afore mentioned percussion cap which allowed the weapon to fire in wet conditions. Most weapons throughout the 19th century were still flintlocks or flintlocks converted to percussion caps.

Though I could be wrong.

I'll have to talk to a friend of mine that has far more of an interest in that era then I.

EDIT:

And my friend makes a fool out of me. On the development side of things, in addition to what's been stated, there is also the metallic cartridge which allowed for repeating weapons, the telescopic site and rifling became standard for firearms.

So yeah, that would make things more difficult then I had originally thought.

13

(14 replies, posted in LotFP Gaming Forum)

I don't know, if the new gun rules have anything to do with flintlocks at all it's a minor cosmetic to change that out for a caps gun. Then just increase the short/medium range with things like the minie ball.

Of course then things break down as you get into repeating rifles and the like. So I think early civil war firearms would be doable depending upon that first requirement.

14

(14 replies, posted in LotFP Gaming Forum)

If you're looking for a book that provides you with a base for real world development of gunpowder I don't think you can go wrong with Weapons and Warfare in Renaissance Europe: Gunpowder, Technology, and Tactics (Johns Hopkins Studies in the History of Technology by Bert S. Hall.

I read it and found it useful for creating out my own firearm rules as it discusses the changing of cavalry from the heavy lance to the utilisation of a brace of pistols. The development of gunpowder and how the changes in production actually gave rise to a weapon usable by a single individual instead of the hulking cannons that dominated the early history of gunpowder.

Another book which I just received and looks interesting, but I haven't read through yet, is The Artillery of the Dukes of Burgundy, 1363-1477 by Robert Douglas Smith and Kelly DeVries.

15

(54 replies, posted in LotFP Gaming Forum)

Hmm, I may drop the exploding then; but I still like the idea that they'll do at least 2 damage.

Still there is always room for improvement, I look forward to seeing what comes out officially.

16

(54 replies, posted in LotFP Gaming Forum)

Since folks are sharing their firearm rules I might as well indulge and share my own.

For my setting I've decided to include both Matchlock and Wheellock firearms with just handguns and longarms.

Handgun 1d6+1d4(!)  <20' <50' <80' Reload 1 Turn, ignore 2 AC

Longarm 1d8+1d4(!) <50' <150' <300' Reload 2 Turn, ignore 4 AC

Cost.
Matchlock Handgun 30 sp
Matchlock Longarm 35 sp

Wheellock Handgun 45 sp
Wheellock Longarm 50 sp

Matchlocks give -1 to surprise, smell of the burning cord.
Wheelocks can only be purchased in City and if damaged can only be repaired in City.
Firearms provoke moral test in first round of combat, unless foes are used to them.
Firearms produce smoke centred on the user. After the first round is fired vision is restricted. Ranged attacks at short range take -2, medium -4 and long -6

A bullet costs 2 cp.
Gunpowder is divided into Knollen and Mealed
Knollen is 70 cp lb = 7 shots worth
Mealed is 40 cp lb = 5 shots worth

17

(4 replies, posted in LotFP Gaming Forum)

I would like this. I've been running a campaign over on Roll20 and being able to just c/p information would allow me to get the information to the players more efficiently then the pdf.