Spending Money 1: I've got thirty thousand gold pieces and nothing to spend them on.

I want to have a conversation about how players can spend their money.

There never seems to be an interesting thing to spend money on. This is a pretty consistent problem in the OSR style games I’ve played. The 1gp = 1xp model is awesome, it puts the game’s focus right where it needs to be. But once that money has done its job of incrementally moving the players closer to their next level, little thought is given to what happens next. Players just amass hoards of useless wealth.

The baseline assumption of oldschool D&D is that players who have a lot of gold will spend it on a stronghold and an army of hirelings. But that’s poorly suited to a lot of games, which focus entirely on party-based adventure and eschew domain-level play. And even when domain play works within the game, that doesn’t mean it’s interesting to every player.

Most OSR games I’ve played have also implemented some variant of the carousing rules at this point, which is good. Carousing is a great option to have. But it can’t be the only option. I mean, it’s basically just a fancy way of setting all your money on fire.

When one of my characters is flush with cash, I want to spend that money on something that will make me more effective. I want a better chance of getting out of the next dungeon with my hit points above 0 because of the money I spent. Of course, the easy way to accomplish this is to have a big list of magic items with humongous price tags, à la Pathfinder. But that’s boring and dumb and I hate it.

For a long time now I’ve wanted to write a broad examination of every interesting money sink I can think of. I had kind of a false start on this idea about 18 months ago.  The scope of the project was a little overwhelming, and every time I spoke with someone about it they had all these neat ideas I’d never considered before, which made the scope even larger and more overwhelming. What’s clear is that a lot of people have come up with a lot of solutions to this problem that I’ve never heard of. I want to absorb it all. I want to share my own ideas, and examine other people’s ideas.

So if you have an idea, I’d love it if you told me about it. If you wrote a blog post or you know of a blog post, I’d love to be linked to it. I myself have already written a lot on this subject. (The “curio shop” idea is a 14 page google doc all by itself.) So expect a lot of posts from me on this topic for the next week or so at least.

Related Posts:

The original impetus that spawned this idea.
A first attempt at coming up with things to spend money on.
The Google+ conversation for this post, which raised some good resources.
Eric Treasure’s idea.
James Young’s Idea.
A direct response to this post from d4 Caltrops

A Better Use for Bookshelves

Two years ago I wrote “A Use for Bookshelves.” It’s one of my favorite game ideas that I’ve ever come up with.

But it’s a clunky system. I’ve been using it in pretty much every dungeon I’ve designed in the last two years, and it’s always a hassle. Preparing a table of interesting information is a lot of work. It’s tiring, and I end up resorting to options that feel cheap. Like hollow books with a few gold coins in them, or completely random information that has nothing to do with the ‘theme’ of the bookshelf.

When I wrote the bookshelf system, I believed in front-loading game content. I wanted to create a huge game environment with mountains of detail. A fleshed out sandbox where the players could pick any direction to move, and there would be something for them to find there. But attempting to put that philosophy in practice has meant a lot more work for very little apparent benefit. Now, I think player interest should drive the referee’s worldbuilding. The sandbox still needs to be structured in advance, but the details don’t need to be at the referee’s fingertips before play begins. Take, for example, bookshelves.

Each bookshelf has a subject, and a number. That’s the only thing  prepared in advance.

All the books on the bookshelf fall within its subject. So a bookshelf about fishing might have books about types of fish, methods of fishing, history of fishing, ways of cooking fish, etc. The actual books don’t need to be enumerated or titled. The shelf’s theme just gives you a range of possibilities.

The number has two functions. First, it is the number of encumbrance points (not encumbering items) required to haul the books off. So “Bookcase: Fishing 12” will require the party to use 12 encumbrance points to get the books out of the dungeon. If they like, they can break the library up, taking as few as 1 encumbrance point worth of books with them. But if you only take 1 encumbrance point worth of books, then you only have Fishing 1 at your disposal, rather than Fishing 12.

The number is also the amount of questions that can be answered by the books before they’ve absorbed all of the knowledge the shelf has to give them. The question must be reasonably within the bookshelves’ subject, but other than that any question is fair game. Answering a single question requires 12 hours of game time book studying. If the referee doesn’t already know the answer, they’ll figure it out by the start of the next game session.

So, for example, the players find bookshelf: Religion 8. Between everyone, the party only has 6 available encumbrance points, so they haul Religion 6 back to the surface.  The cleric wants to know if there are any holy relics of his deity within 100 miles that he could recover for the glory of his god. The referee happens to have included such an item in a nearby dungeon, so after the character takes 12 hours to study the books, the referee tells the players about the dungeon, and that there should be a relic there. The fighter, meanwhile, wants to know if there’s any god badass enough for her to want to worship. The referee doesn’t really have a good answer, so after the session ends he comes up with a heavenly dog who has swords for legs and eagles instead of eyes. He presents the fighter with that info at the start of the next session.

Not only does this dramatically reduce the amount of work that the referee has to do, but it also gives the players a unique tool that they’ll be interested to use. The old system was a means of dispensing clues and quest hooks that would spark the player’s interest. This system is a tool to satiate an interest the players already have.

I’m eager to test this out.

More Magic Words in Action

Magic Words in Action was a lot of fun to write. So I’m gonna be lazy and just do it again.

This time, I figure it might be interesting to try and theme the words more. So this time I randomly generated a body part, a verb, and 2 weird words. I also decided to throw a person’s name in there. In your game it would be some important caster in your game world, but I just finished studying the American Revolution, so lets all pretend that George Washington was a wizard. So our words are:

Nipple
(Yes. I swear this was randomly generated.)

Visit

Tune

 Mist

George Washington

I’m really tempted to change “Nipple” to something less ridiculous. Like “Fist” or “Heel.” How cool does “Washington’s Fist” sound as a spell? But Nipple is what the website gave me, and that’s what I’m stuck with. I’m going to interpret the meaning of nipples as a thing which provides succor, or a thing which releases a substance in small amounts.

Of course, after writing these spells, there are many of them that could be renamed to make a little more sense. But that’s not really in keeping with the spirit of the system.

In the previous post, all spells were 1st level. This time I’m just going to come up with the spells, and forgo spell levels.

Washington’s Nipples

Only a lawful character may cast this spell successfully. It is a ritual spell, requiring a full hour to cast. Once complete, 250 people per caster level will have their lives sustained for one day. They will still feel hunger, thirst, exhaustion, and cold. But these things will not kill them.

Visit from Washington

This is a ritual spell which requires a full hour to cast, and its casting must coincide with one of the high holy days of Washington’s faith. When cast, 100 people per caster level may travel up to 50 miles instantaneously and silently. However, their path must follow a network of established roads. A wide, oft-trodden dirt road counts, but a deer trail does not.

The Tune of Washington

A patriotic spell which must be sung by the caster. Any hirelings within earshot become inspired. If at any point during the coming day they are required to make a loyalty check, they make the check twice and take the better result.

Washington’s Mist

Affects a group of 100 people per level of the caster. If the group is retreating from battle, and this spell is cast, then determine who in the group has the highest stealth skill. That person makes a skill check at a -1 penalty. If their check is successful, then the entire group is able to stealthily remove themselves from battle.

Mists of Visitation

Spell summons a deep mist. The mist is weak, and so to last more than a single round, it must be cast in the proper conditions for mist. Near a body of water, in the cool hours of the day. If done properly, the mist will remain until it disipates naturally.

Anyone who enters the mist will meet someone interesting. Perhaps they’ll meet the man of their dreams, or the ghost of a long dead master willing to share a useful secret. There’s no way to control who you meet within the mists, but it is guaranteed to be beneficial.

Visiting Nipple

As part of preparing this spell, you must designate a body of liquid. It can be a jug you carry on your person, or an ocean. However, you must be able to touch the liquid when you prepare the spell. When cast, your nipples are replaced by 1″ diameter portals to that body of liquid. It will pour out of you at a rate of 2′ feet per round, for 1 adventuring turn, before your normal nipples return to your body.

Tune of Visitation

A spell which requires the caster to make music. The music can be made either by singing, or by playing an instrument. For as long as the caster is able to keep the song going, the spell’s duration will continue. The spell teleports a willing target to the location of one of their blood relatives. When the spell ends, they are teleported back.

Misty Nipples

Causes 1 protrusion to rise from a nearby surface per level of the caster. The caster has no control over where precisely the protrusions rise, other than “nearby.” The protrusions match the material of whatever surface they sprouted from. Immediately, each of the protrusions begins to leak a white mist that grows to fill the room. Each protrusion fills 10′ feet per round, for 6 rounds. The mist does not inhibit breathing, and in fact, breathing the mist is quite nutritious. Spending a turn in the mist counts as eating a full meal.

Tune in the Mist

A spell that must be cast on a pre-existing fog or mist. For the next day, anyone in the mist will hear an eerie song. A mix of human wailing, and the low bellows of wind and string instruments. This illusion will force a morale check in most creatures, and even those who succeed are likely to be shaken by the experience.

The Nipple’s Tune

An illusion spell cast on a single target. On a failed save versus Magic, the character begins to occasionally hear a strange singing. Investigation will lead them to discover that their own nipples appear to have grown mouths, which amateurishly sing their way through a variety of improvised songs. At first their singing is occasional and quiet, but over time it grows louder and more frequent. By the end of a week, the victim believes their nipples are constantly singing, at a volume loud enough to be heard clearly by anyone nearby, despite any attempts at muffling they may make.

This kind of delusion will obviously affect a person in a variety of detrimental ways, best determined by the referee.

Related Links:

The original Magic Words system proposal.
The previous Magic Words in Action post.
Another list of mix-and-match spells over at Built By Gods Long Forgotten.
Additional ideas, and a list of 100 spell words compiled by Ktrey Parker

Swallowed Whole

I discussed this a few months ago on google+, but it seems pertinent to go into some more detail here.

The ability of large monsters to swallow their prey whole is a time honored part of the game. But as best I can tell, there’s not actually a lot of detail on how it’s supposed to work. The AD&D DMG doesn’t mention it in the index, and in the monster manual it tends to simply state that the swallowing happens. Such as this entry for the T-Rex:

“This monster will pursue and eat nearly anything, engulfing man-sized creatures whole on a rolle of 18 or better.”

That’s the end of the entry. A perfectly reasonable interpretation would be that a character who is swallowed whole is now dead. But that feels pretty cheap. A more interesting idea is that the character is now in a state of limbo. If the remaining party members slay the beast then their friend can be saved; if the monster gets away, then their friend is dead.

But shitty movie cliches and lenient referees have convinced most players that being swallowed whole is somehow actually beneficial to them. After all, their sword can’t exactly miss when they’re entirely surrounded by the soft and vulnerable flesh of a monsters insides, right?

From the player’s perspective,though,  it’s not an entirely unreasonable request to want to continue fighting so long as they’re still alive and have a reasonable expectation of being conscious. So I think we have to give them the opportunity. But the mechanics of the situation need to represent the fact that the players are at a severe disadvantage. If they actually manage to free themselves, then it should be impressive not because the imagery is so cool (it isn’t. It’s cliche and boring). It should be impressive because the odds of success seemed so incredibly remote.

SO, Miscreated Creatures will include a set of “Standard Swallowed Whole” rules in its appendix. Monsters will either swallow whole according to the Standard Rules, or they will list their deviation from such. I haven’t 100% settled on how the Standard Rules should look yet, but this is where I’m sitting currently:

When a character is swallowed whole, they must succeed on a save versus Paralyzation to determine if they keep hold of their weapon. Bludgeoning weapons like hammers or fists are useless. It’s impossible to get sufficient momentum with such weapons to do any good. Whips fail for the same reason. Most ranged weapons, such as bows, are similarly useless. Guns work, but cannot be reloaded once fired. Any weapon that is too long (a spear, a pike, a musket) wont’ be able to be swallowed correctly, and will thus be broken in half when swallowed. Characters who make their save will be able to use any slicing or piercing weapons they can hold on to.

Attacks made while swallowed whole automatically hit, unless a 1 or 2 is rolled, in which case the character loses their weapon and can’t get it back. Otherwise, roll damage. The creatures takes only half of the damage rolled. Creatures who swallow live prey do not have delicate stomach tissue.

The acids and lack of breathable air within a creatures stomach will be suffocating for any character trapped within. After 1 + Constitution Modifier rounds, a character must make a save versus Poison each round in order to remain conscious. Swallowed characters take 10% of their total hit points as damage each adventuring turn.

Using these rules, a swallowed character’s ability to resist will likely end within only a few rounds. Even a high level halfling with 18 CON has a 10% chance to succumb each round after the 4. But their death will be slow, allowing their companions time to rescue them by hunting down and slaying the creature even if it flees.

These rules are a little over complicated perhaps. Much as I like simple rules, I have a habit of writing rules the way Pathfinder taught me to.  TL;DR:

Save v. Para to determine if you can hold onto your weapon. Awkward weapons don’t work. 1-2 attack roll drops weapon, all others are hits that deal 1/2 damage. Save v. Poison to stay awake after 1 + Con Modifier rounds. Take 10% damage each adventuring turn.

Of course, some monsters will have steel bellies that can’t be harmed, or their bellies will be full of fire that kills you very quickly. Unpredictability is the name of the game. But I think this forms a good basis from which to adjudicate monsters that swallow characters whole.

Related Links:

The google+ discussion about this.

Magic Words in Practice

I thought I’d expand on the idea I presented in yesterday’s post with a demonstration of what I’m talking about. So I googled “Random dictionary word,” and clicked around on a few sites. I skipped past words like “Floriken” and “Antrum,” and settled on four  common words. Below, I’ve mixed and matched the words, and turned their various combinations into 1st level spells.

Star

Indirection

Fight

Seat

Stars of Indirection
The first person who is touched by the caster after this spell is cast becomes cursed. Any attempt to use the stars as a means of navigation will return a false result. The navigator will believe they have read the stars correctly. But any attempt to travel based on that navigation will lead in a random direction. This curse lasts one month, and a save versus Magic negates the effect.

Star Fighter
If cast during combat, a target within 100′ will be perceived as impressive by everyone who sees them. Even a bungling commoner with a sword they don’t understand how to use will be percieved as a peerless warrior. Weaker foes will become intimidated and may flee or falter before the Star Fighter. More ambitious opponents, meanwhile, will be drawn to the Star Fighter as a means of winning glory for themselves. This effect ends after the Star Fighter spends an adventuring turn out of combat. If the target wishes, they may make a save versus Magic to resist the spell’s effect.

Star Seat
A throne made of the night sky is summoned for 1 hour. Anyone but the caster attempting to sit in the throne will cause it to dissipate into a cold mist. When the caster sits on the throne, they percieve themselves to be miles above their own body, looking down at the world from the heavens. From this height, it’s impossible to discern any details. However, it can be used to make an effective map of the area within a 10 mile radius of the caster. The caster will also be able to see any sufficiently large phenomena, such as a town being on fire, or an army on the march. While sitting in the Star Seat, the caster will be completely unaware of anything happening to their body, including hit point damage.

Seat
A single human or human-like target must make a save versus Paralyzation or immediately sit down and remain seated for 1 turn per caster level. If there is a chair within arm’s reach, they may sit in that, but otherwise they must simply sit on the floor. Swimming, flying, or climbing targets don’t simply fall to whatever surface is beneath them, but may move themselves along the most expedient course to a seat that is not lethal to them. So long as the target’s butt remains in constant contact with a horizontal surface, they are otherwise free to move and act.

Seat of Indirection
This spell is cast on a chair or other sitting place, and lasts for 1 hour per caster level. Anyone sitting in that seat is more easily fooled than normal. They are not charmed, they are merely a little more gullible than they would normally be. If using the social system presented in “On The Non Player Character” by Courtney Campbell, treat this as a +2 to social action rolls. +3 if the social action is Gamble.

Indirect Fighting
A willing target within 30′ is able to attack indirectly for 2 rounds per caster level. They may use any weapons or techniques they possess to attack someone within 30′ of themselves, without actually touching them. On a successful attack roll, the target takes damage normally. The target doesn’t receive any AC bonus from dexterity.

==========

I couldn’t think of an interesting spell for Seat + Fight that didn’t feel redundant. (The Fighter’s Seat?, The Seated Fighter?, Seat Fighting?) If a player handed me that spell I’d probably ask for their input, or just rehash Seat of Indirection, allowing the caster to curse a chair to make whomever sits in it more likely to attack someone.

Related Links:

The original Magic Words system proposal.
Another list of mix-and-match spells over at Built By Gods Long Forgotten.
Additional ideas, and a list of 100 spell words compiled by Ktrey Parker

Spell lists suck. Here are some magic words.

Spell lists feel wrong to me. Magic is a rare and eldritch thing, feared and hated by decent folk. To quote James Raggi, “Magic is art, not science. Each work of magic […] is something that must be done from scratch each time. Merely replicating what has already been done will never work.” Given that, it seems strange that magic in most games is restricted to a static list of 20 spells per level.

I get that spell lists are a useful abstraction. I get that even this very simple system of magic can make a character feel complex and clunky when compared to non-spellcaster classes. There are a lot of ways to mitigate this problem. Opening up the spell list to supplements and expanding the range of possible spells can introduce some truly weird elements into your game world. There are some awesome spell lists out there. (Theorums and Tharmaturgy, Wonder and Wickedness, etc.) But that can begin to feel overwhelming if you open it up too much. Every time a spell is cast, you gotta remember which book its from and look it up. I know you’ve all seen that haggard look in the referee’s eyes when you cast a spell and they have no idea what it does.

A really dedicated referee could just homebrew all of their campaign world’s spells. But that’s a metric fuckton of work, and in the end you’re still limiting yourself to lists. What I’d really like to see is for players to make up their own spells.

Spellcrafting rules exist in pretty much every system I’ve ever played, but I’ve never actually seen anybody use them. I’m sure somebody out there does it, but they’re certainly in the minority. And it’s not because players are lazy or uncreative. The systems we’re using are not properly incentivizing players to craft their own spells, and that’s a bummer. I’d like to fix that.

My brother and I have been tinkering with an idea based around combining different magical words. At the start of play, the caster gets some random spells as per usual, which they can memorize and cast in proper Vancian fashion. But if they want to acquire any further spells, they’ll need to collect an arsenal of words, and combine them in different patterns to create new spells.

The words are simply the titles of the spells. So, a caster who begins play with “Unseen Servant” and “Fairy Fire” in their spellbook, has four magical words at their disposal: Fire, Fairy, Servant, and Unseen. The caster can then mix and match these options in various ways. They might craft “Fairy Servant,” or “Unseen Fire,” or “Fire Servant,” or “Servant (of) Fire.”

Finding additional words would serve as an interesting form of treasure for casters, and it would be fun to give them particularly odd sounding words and see how the players tinker with them. What will your players do with the word “Teapot” for example?

After the caster combines the words, they present the spell title to the referee, along with the level of the spell they’re trying to create. Only one spell can be crafted per session, and it can only be crafted at the end of the session. The crafting process fills the time between sessions, and when the next session begins the referee should present the caster with a spell.

Writing a single spell between sessions shouldn’t be too much trouble for the referee. The only real issue I see with the system is that you will certainly end up with wildly unbalanced spell lists. My solution is to play with people who won’t throw a hissy fit when you say you want to nerf one of their spells, but obviously that’s not a good standard for rules design. Still, I’m willing to let balance be a little out of whack in exchange for more creative spells.

And, I would argue, this system actually results in less complicated magic users. Part of the reason that spell list based magic systems are so daunting is that the player feels the need to be familiar with all of the spells in order to make an intelligent decision about which spells to pursue. Using this system, there are no spells to be familiar with. Only simple, singular words; and only a handful of those.

Related Posts

A follow up, written by me.
A follow up, written by Lum.
A follow up, written by Ktrey Parker

How should mind affecting spells work on PCs?

Mind affecting spells cast on players are a tricky business.

With NPCs, there are no wrong answers. Can Charm Person be used to turn the bandit into a loyal henchman, or will the spell be broken as soon as you stab his friend? We can argue about one method or another being more fun, but in the end it doesn’t matter which method you use. The NPC isn’t going to feel like they’ve been treated unfairly. But a player might.

Lately, my most consistent D&D game has been Saturday morning Necrocarserous with John Bell. My character, Urlar of Yellow Waters, has been possessed by dragon spirits, dominated by an intelligent item, and affected by a spell which convinced me that my companions had been corrupted and that the only way to give them peace was to kill and eat them. Far from feeling like I was being treated unfairly, these moments where I lost normal control over my character are some of the most entertaining highlights of my time as a cog in the Necrocarserous Program.

My character didn’t turn into a temporary NPC while I sat on the sidelines and watched the game unfold. Nor did John ever tell me what specific actions I had to take. Instead, my character was given a goal. With the Dragon spirits, it was fairly broad. “Act in the best interests of the dragon cult” or something. Being empowered by the dragon spirits, I actually got a ton of boosts to my abilities, and a whole cult worth of people doing my bidding. Unfortunately, the rest of the party was in the process of robbing the dragon cult. Obviously I’m on the side of the party, but right now, Urlar is on the side of the dragons. So I ordered ‘my’ cultists to destroy the stone dome the magic user summoned to protect himself. The MU was the one actually in possession of the cult’s property, and thus should be our primary target. When a hole opened that was big enough to shoot arrows through, I insisted the cultists continue to focus on destroying the dome. A small hole, I reasoned, only allows a single arrow to fire through it, but a large hole can allow a steady stream of cultists into the dome to overwhelm the intruder. Eventually, my intentionally bad tactics allowed the party to withdraw successfully. (I don’t recall how they extricated me, but they did. Once I got back to town I had the tumor that allowed me to see dragon spirits removed.)

Being mind controlled in Necrocarserous isn’t something that happens to you. The player is not a passive participant. Mind control is a puzzle that can be solved. The player knows what their goal is, and they are obligated to pursue it. (John often tells me ‘no,’ and clarifies the nature of my goal when I try to deviate too much.) But any path to the goal that makes sense will be accepted. And thus can a mind controlled player minimize the damage they do to the party’s goals. Or even work towards the party’s goals if they are particularly clever about their reasoning.

This is how I want to run mind affecting spells from now on. As a complication which forces the player to stretch their ingenuity to the limits, rather than a buzzkill that bums the player out.

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.