LotFP Class: The Windmaster

A Windmaster is the master of the wind. They live in humble, isolated huts atop hills or by the side of the sea. Many are revered by local communities, which send gifts of food and companionship in exchange for the good will of these mysterious hermits.

Windmasters have a d8 hit die, and advance in experience as dwarfs. They save as Elves, except their save versus Breath, which advances as a halfling’s does. The physical art of wind mastery is a wild dance of constant motion, and so requires that a Windmaster wear light, loose clothing.  Often they wear only an oversize vest and a loincloth. All Windmasters have free flowing metal-hair.

In enclosed spaces, the Windmaster may use their own breath to power their wind shaping techniques. However, any dice rolled  are rolled twice, and the result less advantageous for the Windmaster is taken. Likewise, in particularly windswept areas, two dice are rolled and the more advantageous result is taken.

At first level, the Windmaster rolls 2 random wind shaping techniques from the low level table. At each subsequent level, the player gains a new technique. These are randomly determined from the low level chart until level 5, after which they may opt either to roll a technique from the high level chart, or pick a technique of their choosing from the low level chart.

Unless otherwise stated, a wind technique requires a single round to perform. There are no limits on the number of times a Windmaster may use their techniques each day.

Levels 1-4

  1. Blinding Spray: A wave of wind strikes the ground at an oblique angle, causing a spray of detritus to fly up into the air. Anyone standing in its path should save versus Breath or be blinded for 1 round.
  2. Wind Punch: Fist-sized pockets of air become suddenly high pressure, and expand outward rapidly in the desired direction. This allows the Windmaster to make unarmed attacks against anyone within their line of sight.
  3. Disarming Gust: A sudden breeze strikes a held object from the most unbalanced direction. The wielder must save versus breath or drop the object.
  4. Great Leap: Propelling themselves with the wind, the Windmaster can leap as high as 40′ up and 120′ forward in a single bound.
  5. Breath Bubble: Forms a sphere of air around the head of one person per level. This air lasts for 10 minutes before it must be replenished.
  6. Carried Message: So long as the Windmaster remains in meditation, they may perfectly guide the travel of any object light enough to feasibly be carried by a breeze. A feather, a leaf, a scrap of paper. They do not see through the object, but they know if it’s stopped, and if it reaches its destination. Objects sent in this way travel 60 miles per hour.
  7. Redirect Projectile: For every three levels, the Windmaster may guide one projectile per round. Either causing them to miss their target, or granting a +1d6 to their attack roll to hit their target.
  8. Unbalancing Blast: A sudden gust of wind strong enough cause a human target to stumble. Target takes a -3 on saving throws and attack rolls this round.

Level 5+

  1. Navigator: The Windmaster can fill the sails of a ship by bending the wind from whichever direction it is normally going. This allows the ship to travel at sailing speed regardless of the wind’s direction. Alternatively, if the wind is already favorable, using this ability increases the ship’s speed by 50%.
  2. Steal Breath: The Windmaster takes hold of the air around a person’s nose and mouth, either preventing it from entering their body, or forcing it into their body. The target may save versus Breath to resist. On failure they must make a constitution check with a mounting -3 cumulative penalty each round to avoid passing out. So long as they are conscious, they may only take a half action (move or attack). If they move out of the Windmaster’s range, the effect ends.
  3. Flight: The Windmaster gains the power of flight at will, moving at their normal move speed. If the Windmaster already has “Great Leap,” gaining Flight allows them to manipulate the wind to allow one willing target to make a Great Leap per round.
  4. Become Wind: For a number of turns equal to their level, the Windmaster becomes a gust of wind. They are invisible, invulnerable, and travel at 60mph. They may not use any of their other techniques in this state, but their movements have a force roughly equivalent to a strong gust of wind on a blustery day. Forcing themselves out of their physical form is exhausting work, and they require a full night’s rest after using up their daily allotment.
  5. Wind Assisted Movement: In combat, The Windmaster’s every dodge and jab is subtly assisted by gusts of wind. They gain a permanent +2 to their AC and attack rolls, and their unarmed attacks use a damage die 1 step higher up the chain. (1d4 becomes 1d6, 1d6 becomes 1d8, etc)
  6. Tidal Wave: In a ritual requiring at least 30 minutes of dancing, the Windmaster summons winds sufficient to create a tidal wave. The wave’s height is equal to the Windmaster’s level multiplied by 30′. Obviously, a body of water is required for this spell to work.
  7. Knockback: The Windmaster uses an intense blast of air to push their target 40′ in a given direction. If the target hits anything, they take fall damage equal to 1d6 for every 10′ they didn’t travel out of the full 40′.
  8. Tornado Trap: A buffeting cylinder of wind surrounds a target. Any movement they try to take is countered by the wind, knocking their legs and arms about and preventing them from acting. The target is entitled to a save versus Breath to leap out of the tornado before it becomes too powerful to resist, otherwise they are trapped until the Windmaster releases them.
  9. Befriend Air Elemental: The Windmaster develops a close friendship with an Air Elemental, which will be happy to adventure alongside the Windmaster as a henchperson. It does not mind being put in danger, since being destroyed will merely send it back to its home plane. Not too bad a price to pay for helping such a good friend! If the elemental is sent home, it will take 1d6 months for the Windmaster to befriend another.
  10. Push to Safety: If any of the Windmaster’s companions fails a save versus Breath, the Windmaster can also make a save. If they succeed, they’re quick enough to summon a gust of wind to push their companion to safety, essentially passing their save for them.

Crafting as Jury Rigged Equipment

Guys, guys guys, I’ve got an idea.

Crafting is cool, otherwise it wouldn’t be as persistent in gaming as it is. But cool as it is in theory, pretty much every implementation of it that I’ve ever encountered sucks. It seems like all of them are either an overpowered, overcomplicated mess, or they’re bland. This has literally been bothering me for almost 4 years now,  and my attempts to solve the problem represent some of the most rigorous game design I’ve attempted. But despite my best efforts, I’ve been stymied as to how to make crafting work in a way I could be happy with.

But this might be kind cool:

Crafting is a skill, with advancement, and success/failure determined like any other skill. A player who wishes to use the craft skill must first determine the type of crafting they are trained in. Options include (but are not limited to): Blacksmith, Leatherworker, Clothier, Painter, Sculptor, Glassblower, Cook, Silver/Goldsmith, Carpenter, Stonemason, Toolmaker.

Characters who intend to use their skill should also add some amount of nondescript “raw materials” to their equipment list. Raw materials take up as much or as little encumbrance as the player wishes. The more they have on hand, the more use they will be able to get out of the skill. Materials should also cost some amount of money. Perhaps 100sp per point of encumbrance.

Whenever the player wants, they can declare that they’re attempting to create some item that falls within the purview of their chosen craft.  The referee then tells them how much encumbrance that item would take to carry. If they have an equal amount of raw materials, then they can make a skill check to attempt to craft the item they described. Succeed or fail, the attempt takes 3 turns, and the raw materials are used up.

Essentially, the craft skill becomes a sort of equipment “wildcard.” Lets say your profession is glassblower. You don’t need to bring a magnifying glass, and a lens, and a mirror, and a jar into the dungeon. You can just take a lump of raw materials, and create whatever you end up needing whenever you realize that you need it.

Obviously this system is an abstraction. Something perhaps better suited to a board or video game. On the other hand, the really neat thing about the system is the tactical infinity of it. Something that can really only exist in a TRPG.

If a character turning a lump of steel into a dagger without a forge or an anvil to work with bothers you, I totes get it. It kinda bothers me too. But consider: if the character DID have a forge and an anvil, that probably means they’re safe in town. And towns have shops, where daggers can easily be bought.

I’d still like to see a crafting system that works the way I’ve always imagined. Something that allows players to express their creativity, and provides real benefits without requiring an encyclopedia of rules. Maybe it’s about time I took another crack at writing a system like that. But as an option, this “Equipment Wildcard” system intrigues me.

LotFP Class: Bangtail

Life is never kind to the bottom rung. While the well-off have the luxury of fretting over their dignity, the rest are too busy fretting over where their next meal will come from. For some, their own body is the only commodity they have that anyone will trade for. It’s a step that, once taken, cannot be taken back. Society will never see you the same way again. There is no reprieve, no climbing out of that dank pit.

But then there are those who take well to the work. Who may even enjoy it. They can’t pull themselves out of the pit any more than their less adept colleagues, but they can stake a claim in the pit. Build a life in the pit. Become the queen of the pit. To those looking in from outside, you’re just another whore. But that is their weakness, their failure to see. And that failure is the Bangtail’s opportunity.

For experience points, hit dice, and saves, the Bangtail progresses as a Specialist. The Bangtail also gains skill points, but does so at half the rate of the Specialist: two at first level, and one at each subsequent level.

Bangtails can spend their skill points on any skill available to Specialists, including Sneak Attack. In addition, there are 3 new skills available only to members of the Bangtail class. All Bangtails start with a 1-in-6 chance for each of these skills.

Bangtail-Only Skills:

Goodtime: If there is an item for sale, and the NPC selling it has any sex drive whatsoever, then the Bangtail can make a Goodtime check. On success, they spend a Watch (4hrs) alone with the seller. In exchange the price of the item is reduced by 5% per level of the Bangtail.

Goodtime checks may also be made during a Haven turn so the Bangtail may ply their trade in whatever town they are in. On a successful check, the Bangtail earns 300 money per level. This money doesn’t grant any experience.

Note: NPC sexuality or curiosity is determined by the success or failure of the check. Nobody is immune simply because they’re not into members of the Bangtail’s expressed gender.

Bedroom Talk: Whores talk. When a Bangtail indicates an NPC, they can make a Bedroom Talk roll to determine if they’ve heard anything about that person. On a successful roll, the Bangtail has heard such stories. The referee may choose from two types of information to give. Either the Bangtail has heard some detailed information about this person’s secrets, or, they have heard shameful stories about that person’s darkest desires.  The latter would certainly be useful as blackmail.

Different people respond to blackmail in different ways of course: some capitulate, others become violent, and still others gamble that no one would believe you even if you did tell. Regardless of the way the NPC reacts, the information you learned is true.

Note: Bedroom Talk checks may only ever be made once per NPC, until the Bangtail increases their base success chance.

Amorous Gymnastics: It is an occupational necessity to practice flexibility. The Bangtail, as in all aspects of their craft, has raised this skill to a form of art. A successful Amorous Gymnastics check allows a Bangtail to fit themselves into spaces that might normally be considered too small, and move freely in those spaces. Using this they could slide through the bars of a prison cell, or hide themselves inside a briefcase. The skill could also be used to escape any bonds, balance under any circumstances, or generally use their body in unusual ways, such as firing a bow with their feet.

Other Bangtail Abilities:

  • In any decently sized town, a Bangtail will be able to make contact with the local network of prostitutes within 1 Watch. This network will be able to provide a safe (if rough) place to sleep when hiding from the authorities, and will know exactly how to help you slip out of town unnoticed if need be. They can also offer a wide variety of information about the city they work in.
  • You don’t make it far as a Bangtail without learning how to avoid trouble. Once per session, when a random encounter is rolled, a Bangtail can announce that they avoid the encounter. They saw the signs of trouble coming, and directed the party away from danger. That encounter doesn’t happen.
  • Despite the skill they’re most known for, the most important skill of a Bangtail is knowing how to talk to people. Bangtails receive a +1 to all social rolls. This increases to +2 at level four, and again to +3 at level seven.

Credit to Mick Reddick for suggesting the name “Bangtail” for me, and thereby inspiring me to create an entirely new class to do justice to that amazingly evocative word.

LotFP Class: The Friendly Ghost

Art by Lindsey Vegh

Whether the term “Friendly Ghost” is supposed to be a joke, or it’s just an exaggeration,  it’s certainly not entirely accurate. Casper these creatures are not. But, they can tolerate a small number of people. A handful, or a ‘party’ if you will.

As ghosts, they cannot physically interact with their environment. They cannot lift objects, or even brush dust off of objects. They cannot be restricted by walls, no matter how thick. They cannot stab anyone, and they cannot be stabbed.

Friendly ghosts can be harmed by magic or magical weapons, but cannot wield magical weapons themselves.

They advance as elves for experience and saves, and have a 1d4 hit die. They move and fly at the same speeds a human can walk or run.

Friendly Ghosts have a 5-in-6 stealth chance. It’s easy to move undetected when your body passes through objects rather than knocking them over. But their partially transparent bodies are still highly reflective, which prevents them from being completely undetectable.

Friendly ghosts should be treated as 2 levels higher than normal when determining an enemy’s stance towards the party, or when making a reaction roll to intimidate or frighten an opponent. They can also serve as a bridge between their living friends and other creatures from beyond the grave. Friendly ghosts are able to parley even with unintelligent undead, such as zombies. And with any undead creature, the Friendly Ghost receives a +2 to their reaction rolls.

Players who don’t wish to roll a new character can instead opt to turn their dead PC into a Friendly Ghost. The character loses all of their class abilities, but retains whatever level of experience they managed to achieve in life. (i.e. George the level 3 fighter can become George the level 3 Friendly Ghost).

LotFP/FFX Class: Auron

The other day, my brother and I were talking about a campaign he wants to run based on Final Fantasy X. He’s sketching out a system for it, and wanted to workshop some classes. Mechanically, I actually think FFX is probably the best game in the whole series. The game’s story is mediocre, and the presentation is bad, but the actual play of the game feels really good to me. So I thought it would be fun to sketch out some OSR compatible classes based on the characters in the game. I don’t know if I’ll do everyone. But I’d like to explore at least a few of the characters, starting with one of my all time favorites: Auron. Auron is a warrior monk.

Warrior Monks have devoted themselves to playing a support role. Most often they obey the will of a large organization such as a religion or a state. Occasionally, they swear themselves to an individual and devote themselves to keeping that individual safe and advancing that individual’s goals. Though they may attempt to influence the direction of those to whom they have sworn themselves, a warrior monk’s strength comes from their devotion to the needs of another. If their service comes to an end (either through dismissal, or the death of their master,) then the warrior monk must make a save versus Poison. This save is made at a penalty equal to the warrior monk’s level. The higher their level, the deeper their fealty, and the more difficult it is to lose their master. On failure, they spiral into vice. Alcohol, drugs, gambling, etc. Their slovenly state persists until they devote themselves to someone new.

Warrior monks have a d12 hit die, and advance as a fighter for saves and level-ups. Their to-hit bonus advances as a cleric’s does. Their particular combat style favors heavy, precise blows. So long as they are wielding a weapon with both hands, their damage die with that weapons is 1 better than normal. (a weapon that normally deals 1d6 damage instead deals 1d8. A 1d8 weapon deals 1d10. Etcetera.)

Warrior monks ignore armor rating from armor when they attack with a two handed weapon. So, in Lamentation of the Flame Princess, this means that all humanoids are treated as AC 12. 13 if they use a shield, and otherwise adjusted by dexterity.

On a successful hit, the warrior monk rolls damage. That damage is reduced by 1 if the target is wearing leather armor, 2 if they are wearing chain, and 4 if they are wearing plate.

If a Warrior Monk is within 10′ of the individual they are sworn to (or a representative of the organization they are sworn to), then they may opt to protect that character from taking damage by instead taking the damage themselves. When they do this, the protected character must make a save v. Paralyzation (with a +1 bonus per level of the Warrior Monk) or be knocked prone to the ground, interrupting spellcasting and limiting actions on the character’s next turn.

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.

Magical Marvels 22: Raggi’s Rejects 2: The Scepter Prison of Thing No Thing

A 4-sided, 2′ long wheststone, shaped to serve as a scepter. It is capped with bronze at each end. A large ring at the top contains a lens, and standing atop the ring is a curly horned ram. At the base are four faces carved into the stone. They are plain, with hollow mouths and eyes, and no distinguishing features. The metalwork is detailed, but rough. Clearly this was crafted with much less advanced techniques than are used today.

Blades sharpened on the stone turn a slightly darker color. Anyone touching the blade feels a sharp pain, and wounds caused by the weapon are more painful than normal. This effect has no mechanical benefit. The primary target of the whetstone’s magic is the wielder of a sharpened weapon.

When someone picks up a sharpened weapon, one of the four faces on the whetstone will close its eyes and mouth. As long as they hold the weapon, they will be possessed by one of the four spirits within the whetstone. A scabrous mask will grow over their face, with the same hollow features that are carved in the stone. The character becomes a mute servant to whomever currently holds the whetstone. They retain all of their normal abilities, or gain the abilities of a 2nd level fighter, whichever is better.

Characters may sharpen as many blades as they want, but there are only four spirits. The spirits will automatically choose the strongest four people available to them. Characters who who have been vacated by the spirits recall only that they were possessed, but not what they were forced to do, or how long they were possessed for. The person who sharpened the blades is not immune to this possession. Only the person who currently has the whetstone in hand is able to hold a sharpened weapon without being possessed.

When a possessed character makes the killing blow against an intelligent creature, blood flies from their victim’s wounds, and into the mouth of the scabrous mask. The process of draining their victim of blood requires a full combat round, during which they will ignore any commands they are given. If the spirits perceive that they are intentionally being kept away from tasks that would allow them to kill intelligent creatures, they will return to the stone.

When a player finds the whetstone, the spirits are 2d12 kills away from their goal. If a character looks through the lens at the top of the stone, they will see the number of kills remaining scratched into every surface they look at. Once the possessed characters have killed enough, the whetstone will crumble to dust. Thing No Thing, a spirit of non existence, has been released from its imprisonment within the stone. It is invisible, but will gather the remains of the destroyed whetstone to create a similar mask for itself. The activity of intelligent minds is a maddening cacophony to Thing No Thing, which it seeks to end by the most expedient means available. Thing No Thing is able to create new servants for himself by making a successful attack. Save v. devices to resist.

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.