Topic: Lots of questions from a newbie LotFP referee
Hello, everyone.
This saturday I'm going to try GMing the sample adventure from the Grindhouse edition. I'm new to LotFP and my background in Ye Olde D&D is close to nil, so I could use a few tips. I have a few questions:
1) About the "Paralyse" saving throw. The Rules & Magic book mentions (pg. 21) that it is used to save against "any effect in which the victim is unable to move (petrification, hold person, etc.)". Later on (same book, pg. 42) it is said that "a save against paralysis is often used to avoid falling into a covered pit". While I can picture a Magic-User being better than a Fighter at resisting petrification, I'm having trouble picturing how he can be better at avoiding falling into pits. The same applies to other cases, with other saving throws. I'm guessing that I simply don't understand the rationale behind the classes' saving throws, and I confess I'm tempted to replace them altogether... I'd be interested to learn of others' views on this.
2) A person with Constitution 10 travels 24 miles a day, and a person with Constitution 18 travels 27 miles a day. Is this correct?
3) The movement table (Rules & Magic, pg. 38) lists exploration, combat and running distances per round. What is the normal, "strolling down the street" distance per round in feet? I'm thinking of using (25'; 20'; 15'; 10'; 0'). I can picture a few situations in which knowing this would be useful (taking the long route and trying to reach some place before someone walking down the short route, for instance).
4) About the skills. I've been thinking about using difficulty modifiers, such as "+1 for an easy climb". Is this something that other referees do? My motivation is to prevent silly situations like a Fighter repeatedly failing to climb a 9 feet tall wall in a situation in which I cannot rule that no dice roll is required (for instance, running from the city guard and attempting to climb over a wall in an alley). However, I'm worried that this might make the specialist class' skill focus seem less important overall.
5) Concerning XP rewards for the sample adventure [SPOILER alert!]. I very much expect my players to never even find out about the jewels unless I'm very heavy handed - "hey, there is TREASURE inside some of these people! Hack away!". Is it "ok" if my players end their first adventure with 0xp? Do you think it will be too frustrating?
7) Concerning some developments in the sample adventure [SPOILER alert!]:
i) What is your take on the "Voight and Hermann Kampff" technique for discerning changelings? I'm thinking my players might remember Father Naylor once they reach the orphanage...
ii) I'm having trouble picturing what happens in the tavern between the time the characters leave to fetch Father Naylor and the time they come back (Referee book, pg 87). The merchants leave, taking with them the horses and half the changelings. But what happens to everyone else? It is implied that the changelings come rushing in and attack and kill everyone. Shouldn't the PCs find a gruesome scene in the tavern then, rather than "no one is there"?
Also, why do the changelings do this? Do they panic when they find out that the player characters are bringing Father Naylor? Or do they simply want to feed off the shock they will cause on the player characters when they come back to the tavern? What is your take?
8) Holy Water (Rules & Magic, pg. 60) seems like a lot of effort for almost no gain (10 bless spells, plus a silver vial, for a 1d8 damage missile). Am I looking at it the wrong way?
9) Critical hits. Does anyone use them?
Thanks in advance!