1

(5 replies, posted in LotFP Gaming Forum)

I have been playing a lot of board games lately and I enjoy the competition. No DM required is also interesting, the content comes from the competitive interaction between players.

I have seen situations where one player attacked another in game, that is always awkward. But in a more controlled environment with some options other than straight up combat to get ahead of the other players I think PvP would ad a lot of content and suspense. Just the potential that the other PC's might act against you throws a huge unknown into the game that could ad greatly to player feelings of dread and apprehension.

Have you included some competitive elements in your game? How did it work out?

2

(19 replies, posted in LotFP Gaming Forum)

I am shocked to my core Lord Inar! You are very much a part of this comunitee! Even in spite of your social V math morality. =-)

Welcome to Lamentations Xid. There's no limitations in the main rules for when or how newly created chars rejoin the party. You could have them fall out of a dead monster's belly if you wanted.

I'm just looking to run a game that doesn't rely on character development addiction to run long term =-)

4

(19 replies, posted in LotFP Gaming Forum)

I wonder if it would work to let the characters write up there own desires for developmental powers and feats. The DM could stat them and then pace them throughout the game in the form of magic items or boons granted by the weird.

I think players get over stimulated navigating the kind of skill tree's and magic item combo's presented in PF and 3.0/3.5. If they had to write their own then they would be limited by and forced to use their own imaginations. So they still get to choose a progression path but they don't get all rabid about "power builds."

5

(5 replies, posted in LotFP Gaming Forum)

Very cool stuff Libertad, thanks for sharing it here. I have been running the same world for decades now, it has evolved. As I get older fantasy races become more uncommon and stranger. The older elves are almost not able to relate to men at all. Currently players can play mountain elves which are the shortest lived of that race and most likely to interact with humans.

All demi humans have lost infravision per Lamentations, and so the deep dwelling dwarves are only creatures of story and legend. Actual dwarves live on the surface in communal fortresses, they are indeed excellent craftsmen who have little patience for outsiders.

Your adventure ideas are a nice touch.

6

(18 replies, posted in LotFP Gaming Forum)

About half the posts here are about potential house rules, I am far from innocent myself. I always wonder what James thinks as he reads through them. I sometimes picture him smashing random household objects with a giant foam mace =-P

Lamentations is clean enough that its very easy to bolt on rules, the 0 hp cripple roll would fit right in. Alternatively you could give the players the option of rolling on the table to get out of a tight spot, those cursed candles lit on both ends and dripping hot wax between ones toes make for some good game moments.

7

(18 replies, posted in LotFP Gaming Forum)

Welcome to the forum Planar. The flame princess is now painted with a long peg leg. Both Warhammer FRPG and Hackmaster featured crippling injuries. Characters seem to lose ability and power as fast as they gain it in some games. I personally love that environment; it is much more suited to gritty low-fantasy and the anti-hero.

High-fantasy PC's turning into super heroes as the game progresses just seems contrived and theme-park to me, like sugary cartoons for little kids. I like savory beef reduction and burnt onions with bourbon myself, like Valhalla Rising, The Seventh Seal, or No Country For Old Men. Just a matter of taste I guess =-)

I'm thinking that they should be given a monster and then allowed to roll on a random "treasure" table for their next character every time they kill another PC.

The treasure table could have a few birth defects along with some good stuff, say 20% drawbacks, 20% quirks, 60% good stuff, like coinage, treasure maps, better than average weapons, mounts, lands and titles, etc.

What happens to your dead PC's?

9

(19 replies, posted in LotFP Gaming Forum)

Yeah its funny people talk about getting beyond Gygaxian games, I'm starting to think that we haven't even caught up to him! Rez may well be required to keep the game part or RPG's viable as the RP part becomes more central to the theme.

10

(19 replies, posted in LotFP Gaming Forum)

Hey Inar; yeah power creep is an issue, its amazing how many skills and abilities can stack together in the right circumstance. I like to customize a char throughout a campaign and have choices to make when leveling; but this does change the nature of the relationship between player and character as the character becomes more personalized.

I think we tend to become more attatched to them and there is a certain point at which character death becomes unacceptable outside of a strong storyline reasons for it happening. And so the mechanics of gameplay, the actual game component of RPG's, become completely secondary to narrative.

I'm hoping to find a happy medium, or some option that will allow game play to continue in spite of this dynamic. I think the early solution was resurrection and reincarnation. Another possible patch mentioned here is each player running multiple characters. I've been considering clones in the form of a magical simulacrum as well, and outright brain swapping. But this kin of super high fantasy dulls the wierd when used on a regular basis.

11

(19 replies, posted in LotFP Gaming Forum)

@ Yuritau; lulz group facepalm! I'm with you there though, whether wargaming or role-playing I always take fluff over crunch, its just more fun to play.

12

(19 replies, posted in LotFP Gaming Forum)

A sub theory I have is that complicated characters / classes create a degree of competition between the players and the DM; as they want to prove how good of a char they built. Players will test these power-builds by pushing hard against the game world, both on an in character level and on a meta-game level.

I kind of feel there should be no feelings of competition between the players and the DM. The challenges in the game should be seen by the players as regulated and interpreted by the DM, but not controlled directly by him. It's a tough balance sometimes and I think over emphasis on char development weights the players reactions towards the idea that the DM is out to get them.

13

(19 replies, posted in LotFP Gaming Forum)

Nice re sticking to Lamentations. I did a video review of LotFP on youtube and that is how I felt; just put it on the table and say "this is what we are playing." Players are eager enough to play that they will happily roll up a character.

Do they get into char development as much as in PF? I have no experience w PF, but I am under the impression that it is very much about character creation and development. My current theory on RPG's is that very involved/mechanically complicated characters are more difficult to kill because the players have such a time investment in them. The simple characters in Lamentations should have the opposite effect and be more easy for players to let go of. Have you noticed anything like this with your group?


Review LotFP

14

(19 replies, posted in LotFP Gaming Forum)

Hey Yuri; part of me feels the same way, that the classes are a bit too specialized and this leads to some players being left out of certain events.
But there's this little voice that says "but they all have a 15% chance to do anything, any party member can help. They could watch for guards or haul treasure or make their own skill roles."
Very specialized adventure roles force them to use "mundane" skills a bit more which I like. And it makes individual party members much weaker than the party as a whole.
But it does take away some of the complexity of character developement...hmm maybe thats not a bad thing. But why is it so tempting to make that a bigger part of the game?

15

(19 replies, posted in LotFP Gaming Forum)

A lot of the house rules for LotFP are specifically about enhancing the character classes. Ivan Mike posted a great analysis of the xp tables and included Attack Bonuses for clerics, specialists, and mages. I have seen some other suggestions for giving skill points to all the classes and a few buffs for spell users.

I find myself liking these ideas and I have a list of changes that I have started to pencil in. But I am hesitant to alter the system as presented. There is a reason James choose to keep the classes so focused and I don't want to start mucking about with that.

How do you feel? Are the classes presented with specific niche's to further the atmosphere and perhaps prevent players from becoming too attached to a specific char? Or were they speced that way in order to allow campaign specific additional power to be added on by the DM?

Thanks for your time and happy gaming! Or gloomy gaming! whichever you prefer.

16

(7 replies, posted in LotFP Gaming Forum)

Lord Inar wrote:

A couple of other things (to help it look better)

1) the two heads look like a pair of pants to me!
2) There is no distinct race in LotFP, races are a class (unless that's a house rule).
3) Did you mean there to be two blank spots for skills?
4) Did you mean to leave out encumbrance and spells?
5) You only have a space for the stats themselves, not their bonuses

Ha! Thanks for the feedback, that's the kind of info that I need.

1) I thought that the other day, and managed to deny the truth of it. To me it looks like a bandy legged dwarven running costume =-) I inverted one of the faces, and moved them closer together.
2) I put the race collum in just in case someone wanted to play a dwarven cleric or a halfling specialist. No racial bonuses, but just for RP.
3) yeah, if I don't use them I will delete them before using the sheets I think.
4) going to put that stuff on the back, although I'm considering putting saving throws on the back and using that space fro spells. It would be more convenient, but I like that pic.
5) I figured most characters will only have 1 or 2 bonus numbers there, so having slots for all 6 seemed unnecessary and a little too busy. I might put one long box there though.

-1) I am lost without a spell checker sometimes!

Thanks again for taking the time to look that over and leave feedback. It's very helpful!

17

(11 replies, posted in LotFP Gaming Forum)

islan wrote:

Just to share, I've decided to modify this new method a little for my own uses:

I changed the standard TN from 9 to 10, and instead of converting the old system "roll 6 or less" to "roll 2d6+5" it will just be 2d6+6.  In other words, the rules "everyone starts with 1 point in (almost) each skill" remains the same, and I just increased the TN by one so that the math stays the same.  So a level 1 Cleric with a Dex of 10 will roll 2d6+1 vs. TN 10 when trying to use Sneak, for example.  Whereas a level 1 Specialist with 16 (+2) Dex and 4 points in Stealth (for a total of 5) will roll 2d6+7 vs. TN 10.

Seems like a pretty flat result for the specialist, he is going to make that 97% of the time or something. idk somehow mods over about 30% of the max roll just seem to overpower the random element for me. i.e. on a 2d6 a bonus of 5+ seems too heavy. You looked at a 3d6 curve though right, and that was tougher to integrate?

Really if it works at the table and makes sense in your head that's all you need.

I'm going to take a page from West End Games D6 Star Wars and have the character roll 1d6 for each skill point, max will be 6 dice. So a char with Stealth of 3 would throw 3d6 and to succeed any one die needs to come up 1. That way even with maxed out skill of 6 there is still a chance of failure. And it still allows everyone a 1 in 6 chance to do anything, I like that.

I'm considering allowing an additional die for ability mods to be used. With the 6 die max this would give the char a higher chance of success early on and it would max out the skill dice sooner effectively giving them more skill points latter on. Idk again though, it might make abilities too weighty.

18

(7 replies, posted in LotFP Gaming Forum)

K, here's the final for the front. Now I just have to finish the back =-P

I decided that I didn't like the flags for the attributes. Altered the A.B. a bit. Added a couple of combat maneuvers. And finished the layout for the skills. Man thats actually a few hours of work on photoshop for me! I should take a class at community, I would prolly get the time back if I keep doing photoshop projects.

PunBB bbcode test

19

(10 replies, posted in LotFP Gaming Forum)

I think this will be my final:

Familiars:
PunBB bbcode test
The magic user gains a familiar; a small toad, snake, or cat is common.  The familiar can also take the form of a token such as a broach, ring, or pendant; it can make the transformation once per day per level. The familiar is the magic user 's spy, and with total concentration (no movement, fighting, casting, etc) the magic user can see through the eyes of her familiar. This vision is dreamlike and not always accurate.

In the event that the familiar dies, the MU immediately knows how it died, regardless of distance. The MU receives a vision of the familiar's last moments (5 rounds or so), as seen through the senses of the familiar. This vision takes no time to receive, but is deeply shocking to the MU, and very likely to interrupt ANYTHING (save vs, paralyze at –6) he is doing, as will any significant (>25% HP) wound. The destruction of such a deep magical bond leaves a raw wound on the MU's connection to the arcane, effectively giving him a penalty on saves versus Magic and Magical Devices, roll 1d10 for penalty. The MU also loses 1/3rd of her HP’s rounded up; these hit points cannot be regained except through long rest.
If the familiar is killed, the magic user loses all of the bonuses of the familiar until the next full moon, when a new familiar can be attached to her.

The familiar has HP equal to half of its owners. AC will equal 14 + casters level.
The familiar can attack once per day per level, it hits automatically for 1 point and stuns the opponent for 1 round unless a ST vs. paralyze is made. The familiar is stealthy, it gets 2 dice + 1 per level to remain unseen. 
Spell like powers: At second level and every even level thereafter the familiar may develop a spell like power. These powers are each useable once per day at the will of the familiar. The owner may request that the familiar use an enchantment, this is treated as a command (make reaction check to see how closely the familiar follows instructions). The familiar is not sentient while in totem form, it must therefore be in animal form to use spell like powers. As long as the totem is on the person of the magic user then the conjurer gets +1 hp per level.
The only caveat is that no one must ever see the familiar use magic of any sort, including transformation. If someone does witness the animal performing acts supernatural then the magic-user must kill that person within 24 hours, or the familiar will attack the magic-user. The familiar will attack as if it has HD equal to the MU and will do 1d4 damage per round until it or the MU are dead.
Spell like powers: 1. Unseen servant  2.Audible Glamour  3.Knock          4. Locate object   5. Hold portal  6. No power but animal develops new personality quirk. 7. Polymorph into small bird (1 turn / level) 8. Limited charm person (this will often be used to get food. Only available to MU on a d6 roll of 4 and up. And the familiar will only maintain it for 10 minutes per level.)  9. Detect magic 10. cure light wounds 11. Develops extreme dislike for one of the party members. Presents caster with gemstone (d6 + level x 500 GP) in value. Hated party member loses this amount. 12. Roll twice more but familiars diet now costs (level x 10 gp/ day)
The familiar is not sentient while in totem form, it must therefore be in animal form to use spell like powers. As long as the totem is on the person of the magic user then the conjurer gets +1 hp per level.
    Although its owner usually plays the familiar it is an NPC with its own quirks and personality that the DM may play at any time. It is smart for an animal, but not un-naturally so. The owner can communicate telepathically with the familiar as she can with all animals. Single word commands issued once per minute or so, a smart animal will understand a verb followed by a noun. Make a reaction check to gauge how closely the animal’s actions match the Magic-users intentions.
PunBB bbcode test

20

(10 replies, posted in LotFP Gaming Forum)

Yuritau wrote:

I've always hated the drastic drawback familiars too. I've been thinking about how I would do them in LotFP, and my current ideas are:

* A MU can gain a familiar, but does not start with one, and can't get one at first level. Might make the minimum 4th or 5th.
* The MU must seek out and encounter any desired familiar in play. (I might allow a clever player to use a Summoned creature only IF it's a permanent summons.)
* The target has to willingly agree to become the MU's familiar of it's own accord. Any kind of magical compulsion prevents the bond from forming. Mundane coercion works just fine, as long as the target makes the decision on it's own (GM's discretion). In the case of a permanent summon, if the MU offer's the role of familiar to such a creature, and it refuses, it is dismissed immediately.
* If the target agrees, both parties participate in a bonding ritual that takes 24 hours. Creatures of very low intelligence (less than 6) receive a bonus to their intelligence score of 1d4+2 once the ritual begins, and before the point of no return. They also automatically learn of any past familiars the MU has had and the circumstances of their death/loss. The GM should factor this into the familiar's decision to accept or refuse the bond. If the bond is refused, any bonus to intelligence is also lost.
* Once the bond is formed, it is truly permanent. It can only be undone by death. (Might come up with some high level spell to allow breaking the bond)
* While bonded, neither entity dominates the other. They both retain their own agendas, personality, and free will, at least in regards to each other. Either can be charmed/compelled/commanded by others, as per normal (though each receives a +1 on the save to resist such effects, as long as the bond is not currently denied), but neither the MU nor the familiar can ever bring about any magical compulsion effect upon the other, unless the other willingly allows it.
* The bond (and all benefits provided) can be denied by either party independently (the MU can deny benefits to the familiar, even if the familiar continues to allow benefits for the MU, and vice versa)
* The Player of the MU assumes general control of the familiar throughout play, but the GM should remain in control of the familiar's personality (It's really an NPC after all). The familiar should maintain behavior appropriate for the kind of creature it is (cats slink away on their own, dogs explore and sniff anything that looks like it needs it, birds spend much of the time airborne, etc) though in normal circumstances, it should "check in" at regular intervals.

I like the feel that this would have, but its more complicated than what I want to keep track of and run. I do like the emphasis that the familiar is an NPC. Thats an important thing for the player to understand.


Yuritau wrote:

The benefits (and drawbacks) of the bond are as follows:
* Each party can automatically speak and understand the languages of the other. Languages with a written component can be read, assuming an intelligence higher than 7. The ability to write depends on what limbs the familiar has. (intrinsic to the bond, and can't be denied. all languages gained this way are lost if the bond is ever broken).
* Limited mental communication. Can send one word/idea/image to the other as a full round action once every turn. Things like Come, Help, Run, Trap, Intruder, a person's face, a simple tactical suggestion (think on-screen football play diagrams: "x goes around this way, circle goes up the middle" or "charge AFTER my Fireball" etc)
* Each can, with a moment's thought, know the general location of the other. Direction and approximate distance. (Can't be denied)
* Shared senses. If they are within 30 feet of each other, and both taking a search action, the highest search skill is used with a +1 bonus. Also, if both are awake and within 30 feet of each other, stealth rolls to sneak by them are at -1. They can also see through each others senses, which takes full concentration and requires the permission of the other. The one who's senses are being borrowed still sees/hears/smells/etc, but on a few seconds delay, and with a blurry, dream-like filter on things.
* The familiar grants the MU the benefit, of additional spells per day. My current thought is to make it a number of spell levels equal to the HD of the familiar. MU's choice how those levels are divided. These spell levels represent the familiar allowing the MU to draw upon it's energies and stamina to increase his arcane potency. (spells memorized with these levels should be marked separately, in case the familiar is offended and denies the bond before they are cast)
* When the MU gains XP, it decides how much of that XP to sacrifice to the familiar, up to 20%. 0% is an option, but the MU should expect the familiar to be less than impressed, in that case. The familiar advances ONLY through the XP given to it by the MU in this fashion. (An appropriate advancement table would have to be drawn up for the familiar. My first instinct is to limit the progression of the familiar to one half of MU level in HD)

I think I'm going to treat the familiar as an animal, not a spirit that may have human level intelligence. It will be smart for a pet, but not off the scale. The XP scale is an interesting idea, but I'm still using the Delux xp charts, and the MU progression in those rules is a little bit behind the other classes. At least the MU got a boost in grindhouse. So I think I'll just level the animal along with the caster. As for additional spells, I thought about it, but it would be OP in my game. I've already given the caster a few skill points and some toys to make up for the slow leveling.



Yuritau wrote:

* Intense pain (a critical hit of any kind, dismemberment of any kind, or single hit damage in excess of 25% of max HP) suffered by either is felt by both, though damage is not shared or transferred. (Can interrupt spellcasting just like real damage. cannot be denied)

In the event that the familiar dies, the MU immediately knows how it died, regardless of distance. The MU receives a vision of the familiar's last moments (5 rounds or so), as seen through the senses of the familiar. This vision takes no time to receive, but is deeply shocking to the MU, and very likely to interrupt ANYTHING he is doing. The destruction of such a deep magical bond leaves a raw wound on the MU's connection to the arcane, effectively giving him a penalty on saves versus Magic and Magical Devices equal to half the hit dice of the familiar. This wound heals slowly, one point per week. The MU cannot seek out a new familiar until the wound is completely healed.

I really like your interpretation here; both the Karamazov effect and the "raw wound on the MU's connection to the arcane" That's great fluff well illustrated by rules.

Great input, Thank you.

21

(10 replies, posted in LotFP Gaming Forum)

BillionSix wrote:

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.

Yeah, I don't want to force anything on a PC; that's why I wrote the totem option: "The familiar can also take the form of a token such as a broach, ring, or pendant; it can make the transformation once per day per level." Do you think the bonus HP are enough to warrant keeping it in totem form instead of having a willing and able spy.

And as for permanent loss of stats; I'm with you there. But I do want to make it an ordeal to loose a familiar, just to keep its spy ability edgy and something that the PC will worry about. Do you think 50% loss of HP that can only be recovered through rest is too much? I am now considering 25% loss of HP and a hit to the MU Save vs magic until the wound is healed, still only through rest, no magical healing.

Thanks for your time.

22

(10 replies, posted in LotFP Gaming Forum)

Heikki Hallamaa wrote:

My take would be:

* Magic-users are never ever entitled to a familiar. If one chooses to assist the magic-user, it's their own decision and should be considered a privilege.

I never tell the PC's how their char should feel. But maybe having a mistreated or taken for granted familiar develop malevolent agenda's will work to keep the PC as a kind and loving master muhuhuhuuuhh!

Heikki Hallamaa wrote:

* Familiars always have their own motivations and agendas. These should range from benevolent to malevolent. The magic-user should never have certain knowledge about their familiar's motivations. (A random table could be constructed for these.)

I think I'll just be completely fiat about the familiars motivations; some times it will be a good pet and some times it will be a pain in the ass. The MU can keep it in totem form if he doesn't want to deal with a pet.

Heikki Hallamaa wrote:

* If a familiar dies, it's dead, gone. Familiars are valuable assets and partners and should never be used as cannon fodder.

I like Yuritau's idea about a magical would that results in a penalty to saves. Maybe I will do that in conjunction with a less severe penalty than the 50% HP loss that I posted.

Heikki Hallamaa wrote:

* Familiars come and go as they please, some are nowhere to be seen unless called or summoned with a spell, some won't leave or appear when unwanted.

I may have a will stat for the familiar so that sometimes it gets distracted, but never longer than an hour or so. The GURPS method of availability for henchmen always seemed like too much of a wildcard to have last for the whole session.

Heikki Hallamaa wrote:

* Familiar's powers should be unique to the familiar.

Yeah, I might switch the powers up and develop a random table to roll on, for now I'm going with the ones listed I think, maybe different order though.

Heikki Hallamaa wrote:

I'd make some sort of random table with at least the following columns: appearance, quirk, motivation or agenda, special power or ability, morale.

I have an NPC generator, maybe I'll make a few draws from that for each familiar, that will add some nice depth. Good idea. Thanks for the input.

23

(10 replies, posted in LotFP Gaming Forum)

Here's what I have so far:

Familiars:
The magic user gains a familiar; a small toad, snake, or cat is common.  The familiar can also take the form of a token such as a broach, ring, or pendant; it can make the transformation once per day per level. The familiar is the magic user 's spy, and with total concentration (no movement, fighting, casting, etc) the magic user can see through the eyes of her familiar.

If the familiar is killed, the magic user loses all of the bonuses of the familiar until the next full moon, when a new familiar will be attached to her. The MU also loses half of her HP’s rounded up; these hit points cannot be regained except through long rest.

The familiar has HP equal to half of its owners. AC will equal 14 + casters level.
The familiar can attack once per day per level, it hits automatically for 1 point and stuns the opponent for 1 round unless a ST vs. paralyze is made. The familiar is stealthy, it gets 2 dice + 1 per level to remain unseen. 
Spell like powers: As the magic-user gains power so to does her familiar. The familiar may choose to cast a spell on its own or at the request of its owner. The only caveat is that no one must ever see the familiar use magic of any sort, including transformation. If someone does witness the animal performing acts supernatural then the magic-user must kill that person within 24 hours, or the familiar will attack the magic-user. The familiar will attack as if it has HD equal to the MU and will do 1d4 damage per round until it or the MU are dead.
-At second level the familiar may cast unseen servant once per day.
-At fourth level the familiar may cast Audible Glamour once per day.
-At sixth level the familiar may cast Knock once per day.
-At eight level it can locate an object once per day.
-And at tenth level it can assume gaseous form, also once per day.
The familiar is not sentient while in totem form, it must therefore be in animal form to use spell like powers. As long as the totem is on the person of the magic user then the conjurer gets +1 hp per level.

24

(10 replies, posted in LotFP Gaming Forum)

Anyone have a link to some good OSR familiar rules? I'm looking for something that will gain power with the Magic-User. I have the deluxe edition rules with the old xp tables. I think rather than print out new ones that I'm going to give the fighter a few skill points here and there and the M-U can have a familiar. That should balance things out and its something I've wanted to do anyway.

Thanks for your time.

25

(8 replies, posted in LotFP Gaming Forum)

I run a game that flips from moderate combat focus to low combat horror. The different games have different requirements for healing and HP. More combat needs more healing, but lots of healing really hurts horror.

I don’t like the idea of turning healing off in scary situations. So I’m thinking of charging HP’s to perform actions that the characters might be scared to do; open a bleeding door, walk down a corridor that extinguishes all light, walk through a graveyard, or open a tomb. Just ways to force the extra HP’s and healing to get used up so the party feels low on resources as they approach the final encounter.

Has anyone actually tried this, or thought a bit about it?

Any comments or insights would be helpful, thanks in advance.