DogPissBeer wrote:

I sent it to Zak.

Hopefully he sues the snot out of the person.

????

Are they the same thing?  Are they different?  Do they stack?

Surprise (pg. 56): No mention of modifiers to attacks, just says "The foes of surprised characters can take a free action before Initiative is rolled".

Attacking from Behind (pg.58): "If a character is attacked from behind by an enemy he is not aware of, he loses all Dexterity and shield modifiers to AC and the enemy receives a further +2 bonus to hit."

The Character Sheet U. (pg.167): "Surprised AC is Melee without shield of Dexterity modifiers, with a further 2-point penalty".

Does these mean that a Surprise Attack from Behind is effectively a +4 attack (-2 to AC, +2 to attack), with loss of shield and Dex mods (+6 if you're a Specialist Sneak Attacking)?

For that matter, does Surprise/Attacking from Behind also remove negative Dex modifiers to AC?

3

(1 replies, posted in LotFP Gaming Forum)

I am starting to prepare a campaign world which is a mix of LotFP alt-history 16th Century France, various LotFP adventures, as well as remixed 1e AD&D modules.  I am having an easy time remixing T1-3: Temple of Elemental Evil (or, now, Temple of Elemental Goodness), but before getting to that I wanted to offer a remix of B2's Keep on the Borderlands and the Caves of Chaos to my players.

The Keep seems easy enough: remove all magic items, de-level a few NPC's, but otherwise probably keep things the same.

But then there is the Caves of Chaos.

The first steps seem easy enough: place them further away from the Keep, and spread them out over tens of miles, rather than having them squashed into a single tiny valley: Cave G in one hex, Cave A in another; C & B together, as well as H & I, K & J, and then E, D and F all together.

I am a little worried as exactly how I should present this to my players: I'm not at all experienced in hexcrawl sandbox-style games, more used to presenting players with a situation or set location before them and asking them to respond.  Any advice on how best to approach this while avoiding boredom?

Then it comes to the monsters and factions: should I change some/all to human?  Or try to twist the pre-existing notions of D&D's kobolds, orcs, and hobgoblins into something a bit more otherworldly, to better showcase the "chaos" beyond civilization?  I always liked the idea of the players being able to insert themselves into the factional disputes, and even the possibility of the players raiding the Keep, turning it into a dungeon.

What are your thoughts on this?  I have already checked out Raggi's thoughts on the module here.

Are there any good LotFP modules that could be slipped into B2, do you think?

I guess it depends on how impatient the wizard feels.  Sleep is a good fight-ender, but it can be particularly risky, especially if there are more than a few of the PC's.  Protection from Normal Weapons would be a lot safer of a bet to hedge on, but it wont protect him from getting grappled.  Personally, I'd start with Improved Invisiblity, which he could then escape and try to even the odds with Conjure Elemental.  Then, once reingaged, try to buy some time with Mirror Image followed by Sleep to disrupt their number, and use Death Spell to take out the biggest threat.  Charm Person the last guy to get him to help clean up the bodies.

Huh.  I somehow got under the impression that there WAS a Strange Waters I, but it had been lost to the sands of time, and only its progeny belays a memory that it once existed.

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

The results of Strange Waters is mostly either death or a very temporary, random magical boon such as flight for d6 turns.  The odds of getting  something that would be beneficial to the current circumstances is pretty darn rare.  Why would anyone bother even preparing this spell let alone cast it?  Just in case anyone wants to play a game of magic roulette?

8

(10 replies, posted in LotFP Gaming Forum)

Yeah, I'd probably use Magic as well in that case.

9

(7 replies, posted in LotFP Gaming Forum)

James would probably be a better person to ask about that, and he's usually pretty good about replying to e-mails.

I'm pretty sure all Grindhouse adventures will list their treasure in terms of silver pieces (that is, when describing the value of something, not when they are talking about actual, physical coins).  If they say the value of the item in gold pieces, they are more than likely an older module.

10

(10 replies, posted in LotFP Gaming Forum)

Isn't the save in LotFP called Poison / Death, or is it just Poison?

11

(7 replies, posted in LotFP Gaming Forum)

No, you need to convert all GP to SP with all Non-LotFP adventures, as well as all LotFP-adventures that were printed before the Grindhouse edition.

So a 50 GP bottle of wine becomes 50 SP for 50 XP.

Finding actual gold becomes a momentous occasion.

Who of us aren't making an Alternate Earth setting for LotFP?

Anywho, I've been having a lot of fun finding parallels in the real world for a fantasy setting.  I started with looking into recreating the area around me, to see the state of Georgia rebuilt in a D&D light.  I then expanded my view to include what Europe might look in this same setting.

First, one rule that covers the entire setting:

The concept of a 'nation' barely exists, with loyalties lying with a family, a city-state, or an organization.

Atlanta/Atlantis

I still haven't quite decided if I wanted to change the name to Atlantis as that might be a little too on-the-nose.  In any event, the city that is normally known as Atlanta is now an abandoned realm.  Rumors differ as to the cause, but all know that some disaster struck there, and now only the most foolish adventurers seek out the fabled treasures that lie beneath the gaze of the purple towers.

Stone Mountain

There is a mountain in the state of Georgia called Stone Mountain.  Coincidentally, the skull-shaped mountain presented in B/X D&D is also called Stone Mountain.  Isn't that ... interesting?

Hinesville

There is a Hinesville, GA.  In some settings, halflings refer to themselves as hin.  Therefore, all halflings come from Hinesville (aka, Hin's Village)!

Land of the Fey, aka Feycia

The country we now know as France was once called Francia by the Romans, which is Latin for Land of the Franks.  In this setting, it shall be known as Land of the Fey, or Feycia by some human lands.  The major families of the Feycian aristocracy are entirely made up of elfen families, who are supported by minor families that consist of both elfs and humans.  These elfs are the haughty elfs normally regarded as high elves in other settings.  In a similar manner, I'm thinking about making the Native Americans wood elfs to fit with the themes.

Albion, aka Angleland

Once the home of giants that were driven north by elfs and dwarfs, human settlers came and finally expunged their numbers to build their kingdom of Albion.  Enemies of the Angles (most notably the elfs) like to tell a different story of their conquest, however; rather than kill off the giants, they settled and mated with them.  As evidence for these insulting remarks, one merely points to the somewhat prodigious height of a common Angle.

That's all I have so far, and I am also working on how to fit Germany, Italy, Greece, and the Iberian peninsula into this.  I am also probably going to make Egypt, or Aegyptus, the home of an empire of gnolls who support their society with slave labor.  The major wilderness areas of the world will be most of the Americas, and I'm also thinking about Russia as well.

13

(4 replies, posted in LotFP Gaming Forum)

Might want to provide a description for the link, else some may see your link as nothing more than spam.

Amazing.  Much more activity than my playthrough had.

Well it's not that I *want* to be picky, but hunting already seems like a risky thing to even attempt as it can waste both time and resources, so I wanted to find out why you would even bother when you could forage instead.

...What?

I've thought about revising goblins/hobgoblins/bugbears/trolls as a singular species that live underground.  Goblins are the base species and are more or less sexless, and can create the "higher" species of goblinoids through a method of combining themselves.  For example, to create a hobgoblin, two goblins will crawl willingly into a pot of boiling muddy water, get boiled to death, and their "substances" mix to form a brand new hobgoblin.  If they wanted to create a bugbear, they would combine 4 goblins, etc.

I also thought about making goblins come from "statues" made from mud.  The idea is based off an idea I have heard where dwarfs all come from statues made from stone; the creation of goblins is a bastardization of the creation of dwarfs.

The book only seems to give the amount of food for hunting.  And if it's the same amount for foraging, I don't really see why you would ever want to hunt, as foraging doesn't take up extra time while traveling (as far as I can tell) and doesn't require or expend arrows.

19

(11 replies, posted in LotFP Gaming Forum)

Well it would be an auto-failure on snake-eyes, I should probably add.  And situational modifiers can come up.  The best possibly result for a Skill would be a Specialist with 6 points in it along with an 18 in the related Ability Score, resulting in a total modifier of +9 (i.e., will always succeed outside of snake eyes).  This I would consider a "true master" of the skill, but when they are, say, trying to sneak across a leaf-covered forest floor, or trying to steal the pants off an unsuspecting tavern patron, they will definitely see some penalties to their roll.

20

(11 replies, posted in LotFP Gaming Forum)

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.

21

(16 replies, posted in LotFP Gaming Forum)

I think you're right, it's probably a group-specific issue more than edition-specific.

22

(6 replies, posted in LotFP Gaming Forum)

Hah!

23

(16 replies, posted in LotFP Gaming Forum)

Bluespruce786 wrote:

What level does that kick in at? I always seem to play below 14 so the high magic combat arena is kind of foreign to me.

I think it starts around level 7, as I've heard a lot of people play a version of 3E where the character level caps out at 6.

24

(16 replies, posted in LotFP Gaming Forum)

Andrew S wrote:

Thanks, mate.

Funny thing is , for all his combat ability he's far less fierce than the slip of a girl he's partnered with. She's ruthless, as the first session log will show.

Can't wait!

25

(16 replies, posted in LotFP Gaming Forum)

Beedo wrote:

Monster swings
DM declares a hit or miss
Player declares a parry
DM determines if parry cancels the hit or not

Interesting!  My personal interpretation assumed the DM was also declaring the total to-hit roll for the monster, but your interpretation has the DM just declaring that it's a hit or miss, but not by how much; this results in the player having to guess whether their parry would be good enough.

Now this is what I'm talking about, discussing different DM techniques and how they interact with the mechanics!