The solution to running chases.

“Chase Scenes” in D&D are unsatisfying. For a few years now, I’ve been content with LotFP’s 1d20 + [Mov/10] rule. But that’s a stopgap. It gets the job done, but it doesn’t satisfy. Escaping from combat should be more variable.

Retired Adventurer is a criminally underrated blog. John Bell is a phenomenal world builder,  rules designer, and game referee. He’s good enough that I drag myself out of bed at 5:30 AM every Saturday to play in his game.

This most recent Saturday, the party was leading a rich tourist around some ancient ruins. The dude was a fucking asshole who seemed intent on pissing off every monster he came across, but he was paying us 2500 obols each, so we gritted our teeth and took pictures of him posing with a statue of a sphinx. Then three real sphinx appeared, he made some racist comments. John said he was rolling initiative, and the rest of us said “we run.”

That’s when I encountered John’s rules for routs. Presented here in a modified form, based on some modifications by John, and a discussion about it on google+. I should note that I’ve altered the rule shown here to suit my own needs. It differs significantly from John’s original, so you should check that out as well.

Routs

Each round, each group of fugitives and pursuers rolls 2d6.

If the face value of a die in the pursuer’s roll matches the face value of a die in a fugitive’s roll, then the pursuers can make missile attacks at the fugitives.

If the pursuers roll a “7”, then they get close enough to each make a single melee attack at +4 against the fugitives.

If the fugitives roll a “7” then they have evaded sight long enough to make a stealth check. If the stealth check is successful, the fugitives have escaped. If the check is failed, the chase continues next round.

If both dice in a pursuer’s roll show the same value, then they have cornered the fugitives. The chase is ended, and regular combat resumes. The fugitives cannot continue to flee unless they make an opening for themselves, such as by slaying one of their pursuers.

If both dice in a fugitive’s roll show the same value, then they have escaped.

In the event that both the pursuers and fugitives roll one of the options above, only the fugitive’s roll counts.

If one party is faster than the other, then for each 30′ of difference in the two party’s speeds, the faster party gains 1 “Die Bump.” After each chase roll, a die bump can be used to adjust one die up or down by 1. (So a 3 can become a 2, or a 4). Multiple die bumps can easily turn the chase into a trivial thing. Dangerous for over-encumbered characters.

Of course, if the fugitives throw food / treasure, the pursuers should usually make morale checks as in LotFP standard. And the GM should keep track of the character’s random movements through their environment, so that once the chase ends, they have to deal with being lost.

Lamentations of the Flame Princess House Rules, Part 2 of 2

Skills are a tricky business. They can be a valuable mechanic. But if the GM doesn’t call for a particular skill, then any players who advanced that skill gets fucked over. Case in point: architecture. I do not understand this skill. I’m supposed to ask for an architecture roll if players want to know the age of a wall relative to the rest of the building. Or if they think some bit of floor is unstable. But, if the players are clever enough to ask those questions, I prefer to give them the information outright, without a chance of failure. Which is fine, different GMing styles work for different folks. Except now the player who put a bunch of points into his architecture skill has wasted all those points.

The skill system and the GM need to be in agreement. But you can’t trash skills willy-nilly. There are 9 skills in the base Lamentations of the Flame Princess game. And a Specialist character gains 2 skill points at each level. If the number of available skills is reduced too much, then the Specialist will lack for options. Since there are a lot of skills in Rules-As-Written LotFP that I don’t use (4 out of the 9), I need a better solution than just dropping the skills I don’t like.  I’ve made an effort to rehabilitate some of the skills I don’t like, and to create some new ones which fit my play style better.

I should note that I’m also working on implementing a way for any character, not just specialists, to improve their skills. That’s why I’ve noted two of the skills below as “Specialist Only.” I’ll go into more detail with that system in a later post. (Spoiler: it’s mostly stolen from better GMs than me.)

Note also that skills listed with a parenthetical ability are modified by that ability’s modifier (if any). If two are listed, the skill is modified by whichever of the two are better.

-Mostly Unchanged Skills-
(You can probably skip this entirely)

Sneak Attack (SPECIALIST ONLY): Characters with no points in this skill have their damage multiplied by 1 when they attack from hiding, or while flanking an enemy. For each point a specialist puts into Sneak Attack, their multiplier is improved by one. (x2 for 1 point, x3 for 2 points, etc.)

Languages (Int): Whenever a new language is encountered, characters roll their language skill to determine if they already know it. The check is made at a -1 penalty if the language is monstrous or exotic, a -2 if the language is exotically monstrous, and -3 if the language is an ancient, dead tongue. Magical languages, or the languages of outsiders, cannot be known using this method. Players must record both the languages they do know, and the languages they do not know, on their character sheet.

Tinker: Tinker allows characters to manipulate mechanical devices. This includes opening mechanical locks, disarming traps, or activating unfamiliar machines. Locks or traps of particular difficulty may have a penalty to tinkering rolls made with them. Non-specialists who fail a tinkering roll may not attempt it again until they gain a level, or improve their tinkering skill. Specialists may make as many attempts as they wish, but after the first check, each subsequent check takes 1 hr. Characters using this skill must have a tinkering kit, which is an encumbering item.

-Rehabilitated Skills-

Stealth: Stealth is used to move silently through a corridor, to sidle up against a door and listen without alerting those inside, to hide a small item on your person, to pick-pocket a foe, or to ready a weapon without observers noticing. When used to move silently, characters should first describe a move roughly within their current line of sight. If they fail, the GM should roll a percentile die to determine how far along their path they were when they were noticed.

Athletics (Str/Dex): Not mere brazen acts of strength or dexterity, but skillful applications of such. Notably, climbing sheer surfaces without obvious handholds is covered by this skill. Characters (except specialists) must be unencumbered to make such a climb. On failure, roll d% to determine where in the climb the character was when they fell. Other applications of Athletics are: moving past a monster without provoking an opportunity attack, unusually challenging swimming conditions, balancing on a rope, and jumping more than 15 feet (up to 30 feet).

Bushcraft: When traveling through the wilderness, a Bushcraft roll is used to forage or hunt for food, as described on page 34 of the Rules and Magic book. A bushcraft check also allows characters to identify natural plants or animals. Additionally, when encountering a natural animal, a successful bushcraft check will allow the player to take the animal as a companion so long as the animal has 2 fewer hit dice than the player.

-New Skills-

Prayer (Wis): As a free action, players may beseech their god for aid with a specific task. The referee may adjudicate small bonuses or penalties for tasks in keeping or out of keeping with the player’s faith. Referees may also rule an auto failure if the task directly contravenes the player’s faith. On a successful check, the player may roll the die for that task twice, and take the better result. At the end of the session the character must make a sacrifice to their god. The value must be either 20% of their total treasure haul from this session. Or, the difference in the two die rolls they made, multiplied by 100sp. Whichever is more. If this sacrifice is not made, then during the next game, the player must roll all their dice twice, taking the lower result each time.

Appraisal: A successful appraisal allows characters to know the value of a given piece of treasure, and whether there is anyone who might pay extra for it. Appraisal will also identify fake treasures, such as copper coins painted gold.

Healing: Once after each combat, characters may spend 3 turns attempting to heal themselves or an ally. If the check is successful, the attempt restores 1d4 HP for each point by which the check succeed. (Ex. success chance is 1-in-6, a 1 is rolled, heal 1d4. Success chance is 4-in-6, a 2 is rolled, heal 3d4). Characters using this skill must carry a healing kit, which is an encumbering item.

Vanish: (SPECIALIST ONLY): A vanish check has two uses. First, a specialist may attempt to hide by blending in with their surroundings, using only shadows and foliage to remain hidden. If successful, they cannot be seen until they move, speak, or attack, at which point the effect ends. Second, a vanish check can be used to stealthily disengage from combat without being noticed. This check is made at a -1 penalty for each attack directed against the vanishing character during this round (whether they hit or not). If successful, the vanished specialist can choose to re enter the battle with a sneak attack on their next turn, or skulk away to safety.

NOT Skills-

I know not including a search or listen skill is unusual, and even controversial, so I may as well address why I’m not using either of them.

The listen skill is already missing from the base LotFP game, but even ignoring that, it never made any sense to me. It’s usually used when a character is pressing their ear to a door to hear what’s going on inside. Failure baffles me. Common doors are hardly soundproof. It could be argued that the roll isn’t a test of hearing, but rather, a test to see whether the creatures inside the room are making any noise. But I find that unsatisfying. If there’s anything beyond the door, I’d prefer to tell players outright, rather than arbitrate it with dice.

The real challenge of listening at doors is doing it without alerting the people on the other side. It’s hard to press your head against a door without causing it to move audibly. That’s why I’ve replaced the listen check, with a stealth check. Not only does it make more logical sense, but failure creates a more interesting situation. The bad guys know something is outside their door, but they don’t know what.

My reasoning for dropping search is similar to my reason for dropping Architecture. I’ve run a lot of dungeons for a lot of players, and I don’t think any of them have yet found a single secret door which wasn’t somehow revealed to them in advance. So why in the world would I want to create a situation where the players have correctly identified an area with a secret door in it, and I’m forced to tell them there isn’t one? I want them to find at least some of my secret doors. There are cool things behind those doors that I want people to experience.

The same goes for traps. If players must roll a check when they’re looking for traps, then they might fail that check. Then the GM has created a situation where a player is killed by a trap immediately after being told that there is no trap. I’ve done this before and it feels wrong to me. I don’t like it.

In previous discussions on this subject, I’ve encountered a common objection: what’s to stop players from just checking everything? There are two good reasons that players won’t search everything they encounter. Both of which are both better than the bad reason of “they won’t check everything because the results would be unreliable anyway.”

  1. Players aren’t that diligent. Diligence is boring. A game where the primary challenge is diligence is a dull game that I don’t want to play. Players will search when they think there is something to find.
  2. Searching takes time. Searching a 10 x 10 segment of wall for a secret door takes 1 turn. Searching a larger area takes a commensurately longer amount of time. The number of encounter checks a group of players would earn by searching every single room would not be worth the damage inflicted on them by so many wandering monsters. There should always be wandering monsters.

-Dwarfs and Elves-

By removing the Architecture and Search skills for my games, I’ve crippled the Dwarf and Elf classes, which use those skills as part of their level advancement. This can be solved either by awarding players skill points equivalent to their lost skill’s progression (So for dwarfs, two at level 1, and one more at levels 4, 7, and 10). Alternatively, the GM can select a skill to progress along the same advancement track. I would recommend appraisal for dwarfs, and healing or bushcraft for elves.

Lamentations of the Flame Princess House Rules, Part 1 of 2

When I was a Pathfinder GM, tinkering with and  changing the game’s rules was a pastime of mine. It was the primary driving force behind most of my writing back then. There were some downsides to it. I annoyed my players, who had to adjust to my frequent rules changes. And, occasionally, I would make the game’s rules lopsided, by failing to take rule interactions into account.

Since switching to Lamentations of the Flame Princess, I’ve had little to tinker with. I’ve done a fair amount of adding rules on top of the existing ones. But for the most part, LotFP’s rules do exactly what they should. They give me a framework to run the kinds of games I like to run, without getting in my way.

But no game system can ever be perfect for anyone but the GM who wrote it. After more than a year of running LotFP Rules-As-Written, I’d accumulated a small list of inadequacies I wanted to correct. So I’ve been experimenting with a few alterations that I’d like to share.

I’m going to break this post up into two parts. The changes to combat rules are here, and the changes to the skills system will come later.

Here’s what I’m thinking:

-Weapons, and use for the off-hand-

In RAW LotFP, there are four weapon types:

Minor: 1d4, -2 to hit v. unadjusted AC of 15 or better.
Small: 1d6
Medium: 1d8
Great: 1d10

Great weapons require two hands, while all other weapons use only 1 hand, aside from a handful of special cases (like the staff).  The only thing the player can do with the off hand is hold a shield. I’d like to keep this simplicity, but open up a few options for the player. My four weapon types are:

Minor: 1d4, -2 to hit v. unadjusted AC of 15 or better.
Small: 1d6
Medium: 1d8
Great: 1d12, -1 AC, Requires both hands.

If the player isn’t using a great weapon, they can use their off-hand in several ways:

Shield in off-hand: +1 AC v. melee attacks, +2 AC v. ranged attacks. (Unchanged from RAW)
Second weapon in off-hand: +1 AC v. melee attacks, +2 when fighting defensively or parrying, +0 v. great weapon and ranged attacks.
Free off-hand: +1 to hit, +1 to AC v. melee when parrying.
Both hands on Medium weapon: 1d10 damage instead of 1d8

I like giving players access to a 1d12 weapon; and I also like that great weapons come at a cost. I don’t think enough systems give players an advantage for focusing all their attention on a single handed weapon. I also like the idea of a player shifting between one and two hands with their medium weapon. Allowing them to swap between higher damage and higher hit chance.

I do think the benefit of having an off-hand weapon is too low, but I want to avoid making it too powerful. I want it to be an interesting option, not means to make characters “totally badass.”

-Grappling-

Grappling has historically been a big problem for D&D. And, while LotFP’s “Wrestling” rules are adequately simple, they aren’t perfect. But, as I’ve recently learned, Gygax published a rule in Strategic Review which is pretty close to perfect.

I’m sorry I can’t find the blog which turned me on to this rule (and had a great variation on it), but thanks to Courtney Campbell for pointing me to the rule’s source. After some tweaking, this is what I’m going to try:

When characters grapple, both sides roll their hit dice as a pool. (So a single level 10 fighter would roll 10d8, and 20 1-hit-die kobolds might roll 20d4). The defender must always be a single target, but multiple attackers can attempt to swarm the target. The side which rolls the higher sum number wins. The winner can choose to do one of the following:

  • Knock their opponent(s) prone and stun them for 1 round.
  • Knock their opponent(s) 10’ back and stun them for 1 round.
  • Pin their opponent. (Only one)

A pinned character can attempt to throw off their attacker(s) by rolling half their hit die pool each round. Attackers can opt either to deal 1d4 damage to a pinned character each round, or to move the pinned character up to half of the attacker’s movement speed. A single attacker may also use a small or minor weapon against a pinned character–but not if they’re part of a ‘swarm.’

Aside from simplifying grappling enough that I won’t need to look it up again, the major benefit of this rule is the way it empowers swarms of small creatures. Traditionally, a mid level fighter can stand in the middle of a dozen first level foes, and slay them at leisure. Using this rule, large groups will always be a serious threat, because of their ability to overwhelm a defender.