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!

Re: Lots of questions from a newbie LotFP referee

For holy water, there are some monsters that might be immune to all damage except from magical weapons or holy water.

When I played original D&D we did natural 20 was double damage. In 4th Edition they made it maximum damage. DCC RPG has a bunch of critical hit and miss tables. So there are lots of options there.

Re: Lots of questions from a newbie LotFP referee

1) About the "Paralyse" saving throw.

There's a balance between classes in saving throws. For example, the halfling has the best saving throws and that's their main class feature. They are mechanically balanced, and anyways, there's no explanation of how they work in fiction, so you can make it up. Maybe the magic user has better saving throw when avoiding to fall into a pit because he has an uncanny sixth sense. Before tinkering with a game, always try it as it is first.

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?

I'm prone to think it is, yes. Not many words are spent on the subject but since you add your constitution modifier, it should be a correct assumption. Notice that if your group travels together, its speed is going to be that of the slowest moving element of the group. Or do you leave people behind when you travel?

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'd say the average movement as listed in the table.

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.

You're the referee and you are ALWAYS entitled into ruling that no dice roll is required. In fact, it should only be required when you cannot decide and a random result is needed. So making a character roll for an easy climb makes no sense to me. Or if you roll and fail, that might only mean that you take longer, not that you fall. It's an old school game. Ruling, not rules! The book states it clearly that you, the referee, ARE the system. You decide when dice are rolled.
And you're right, it'd weaken the Specialist.

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?

I think it would, yes. There should always some loot, or they'll never advance. It's not difficult to include a treasure. If you think your players are never going to find out about the jewels, then maybe you should place them in an easier position for them to notice/reach.

7) Concerning some developments in the sample adventure [SPOILER alert!]:

I'm afraid I cannot reply to this question because I haven't played the adventure yet, but I may get back to it in the future if I have an occasion.

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?

No it's correct, it shouldn't be too easy to obtain one, or was your group's cleric hoping to walk around with a hundred vials strapped to his belts? Besides, the uses are limited, not all monster should be vulnerable to blessed water, so it's not something to worry about too much. And besides, think of all the narrative consequences of having blessed water. It could be used to heal illness, or do something equally cool. Your choice as Referee, but it doesn't have to be just a weapon.

9) Critical hits. Does anyone use them?

No, I use ruling. I never assume that a character just hits or misses the target, and always add something in fiction that makes every strike interesting. I expect as much from the players, so there's no real need for critical hits. The '1 is always a miss and 20 is always a hit' rule already works well enough, but if you want to add extra spice, funkaoshi gave some valid alternatives.

Re: Lots of questions from a newbie LotFP referee

Hi again. Thank you both very much for your answers, you've given me quite a few things to think about. We've played "A Stranger Storm" with the system 'as is' and it went smoothly. I think everyone had a good time (even though only one character survived  ::evil laugh::).

Re: Lots of questions from a newbie LotFP referee

ahh, missed this. Been busybusy lately.

1- The whole saving throw system is basically a "legacy" deal. It's a tad clunky yeah but I don't like S&W's "One Save" solution nor 3.x's Fort/Ref/Will. Replacing it with something else, as long as you realize that better saves are a prime feature of some classes, should work fine.

2- Yes.

3- I'd just eyeball it using the Combat rate.

4- You could, but if it's an "easy climb" I wouldn't even make them roll for it if they aren't rushed.

5- I don't have a problem running sessions with little or no XP.

6- THERE IS NO SIX.

7i- Ever seen Blade Runner?

ii- While a good slaughter causes panic, anxiety is satisfied once a scapegoat is found and executed (or may draw more suspicion their way, eventually). An mass unexplained disappearance is completely unnerving in a different way and can become a legend, and also might take longer for official and qualified inquiry (after all, there's no evidence these people got hurt, right?).

iii- They've caused all the trouble they want to at the inn (and the PCs as a group probably don't look like they're a safe bet to mess with) so they're moving on.

8- Depends what you need it for. There could be situations where that's a real bargain.

9- GDF#5 has some critical/fumble charts, but they are completely optional. The problem with those things is enemies tend to make a lot more attack rolls than PCs, so critical hits can be really unforgiving to PCs. Which is not necessarily a problem, but often one that's overlooked when bringing out Rolemaster-like gory injury charts.