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		<title><![CDATA[Lamentations of the Flame Princess - LotFP: Weird Fantasy Role-Playing]]></title>
		<link>http://www.lotfp.com/RPG/discussion/topic/19/lotfp-weird-fantasy-roleplaying/</link>
		<description><![CDATA[The most recent posts in LotFP: Weird Fantasy Role-Playing.]]></description>
		<lastBuildDate>Fri, 03 Sep 2010 04:54:34 +0000</lastBuildDate>
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			<title><![CDATA[Re: LotFP: Weird Fantasy Role-Playing]]></title>
			<link>http://www.lotfp.com/RPG/discussion/post/323/#p323</link>
			<description><![CDATA[<div class="quotebox"><cite>hogscape wrote:</cite><blockquote><p>I&#039;ve just placed an order with Milsims in Melbourne for my copy of Weird FRP - I should have it in my stickly little hands by early next week!</p><p>*warm glow*</p></blockquote></div><p>Damn! The thing is getting around. <img src="http://www.lotfp.com/RPG/discussion/img/smilies/smile.png" width="15" height="15" alt="smile" /> Thanks for supporting your local vendors!</p>]]></description>
			<author><![CDATA[dummy@example.com (JimLotFP)]]></author>
			<pubDate>Fri, 03 Sep 2010 04:54:34 +0000</pubDate>
			<guid>http://www.lotfp.com/RPG/discussion/post/323/#p323</guid>
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			<title><![CDATA[Re: LotFP: Weird Fantasy Role-Playing]]></title>
			<link>http://www.lotfp.com/RPG/discussion/post/318/#p318</link>
			<description><![CDATA[<p>I&#039;ve just placed an order with Milsims in Melbourne for my copy of Weird FRP - I should have it in my stickly little hands by early next week!</p><p>*warm glow*</p>]]></description>
			<author><![CDATA[dummy@example.com (hogscape)]]></author>
			<pubDate>Fri, 03 Sep 2010 02:37:14 +0000</pubDate>
			<guid>http://www.lotfp.com/RPG/discussion/post/318/#p318</guid>
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			<title><![CDATA[Re: LotFP: Weird Fantasy Role-Playing]]></title>
			<link>http://www.lotfp.com/RPG/discussion/post/230/#p230</link>
			<description><![CDATA[<div class="quotebox"><cite>JimLotFP wrote:</cite><blockquote><p>There is no implied setting in the game itself, but the Referee book has extensive advice on how to develop an individual campaign.</p><p>The adventure modules I release seem to be developing a &quot;backstory&quot; to them though, but that&#039;s easily localized instead of being *the* history for an entire campaign world.</p></blockquote></div><p>That clears the confusion, had to ask because the thought crossed my mind when reading the flavour text.</p>]]></description>
			<author><![CDATA[dummy@example.com (MutieMoe)]]></author>
			<pubDate>Thu, 03 Jun 2010 09:54:19 +0000</pubDate>
			<guid>http://www.lotfp.com/RPG/discussion/post/230/#p230</guid>
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			<title><![CDATA[Re: LotFP: Weird Fantasy Role-Playing]]></title>
			<link>http://www.lotfp.com/RPG/discussion/post/229/#p229</link>
			<description><![CDATA[<div class="quotebox"><cite>MutieMoe wrote:</cite><blockquote><p>I may be unusually dense but will there be a campaign setting in this roleplaying game (something like the bare bones Mystara setting in BD&amp;D) or does the game have this &quot;implied setting&quot; thing going on?</p></blockquote></div><p>There is no implied setting in the game itself, but the Referee book has extensive advice on how to develop an individual campaign.</p><p>The adventure modules I release seem to be developing a &quot;backstory&quot; to them though, but that&#039;s easily localized instead of being *the* history for an entire campaign world.</p>]]></description>
			<author><![CDATA[dummy@example.com (JimLotFP)]]></author>
			<pubDate>Thu, 03 Jun 2010 08:46:09 +0000</pubDate>
			<guid>http://www.lotfp.com/RPG/discussion/post/229/#p229</guid>
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			<title><![CDATA[Re: LotFP: Weird Fantasy Role-Playing]]></title>
			<link>http://www.lotfp.com/RPG/discussion/post/227/#p227</link>
			<description><![CDATA[<p>I may be unusually dense but will there be a campaign setting in this roleplaying game (something like the bare bones Mystara setting in BD&amp;D) or does the game have this &quot;implied setting&quot; thing going on?</p>]]></description>
			<author><![CDATA[dummy@example.com (MutieMoe)]]></author>
			<pubDate>Thu, 03 Jun 2010 07:50:49 +0000</pubDate>
			<guid>http://www.lotfp.com/RPG/discussion/post/227/#p227</guid>
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			<title><![CDATA[Re: LotFP: Weird Fantasy Role-Playing]]></title>
			<link>http://www.lotfp.com/RPG/discussion/post/226/#p226</link>
			<description><![CDATA[<p><a href="http://www.lotfp.com/images/dump/LotFPGameWorking.pdf">http://www.lotfp.com/images/dump/LotFPGameWorking.pdf</a></p><p>Version 0.07.</p><p>There are no official armor restrictions, although I think in version .08 there will be definitive &quot;how much encumbrance stifles spellcasting and Specialist skills&quot; statements that I haven&#039;t quite finalized yet.</p>]]></description>
			<author><![CDATA[dummy@example.com (JimLotFP)]]></author>
			<pubDate>Wed, 26 May 2010 12:48:29 +0000</pubDate>
			<guid>http://www.lotfp.com/RPG/discussion/post/226/#p226</guid>
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			<title><![CDATA[Re: LotFP: Weird Fantasy Role-Playing]]></title>
			<link>http://www.lotfp.com/RPG/discussion/post/225/#p225</link>
			<description><![CDATA[<p>Unfortunately, Weird Tales compilations are lacking (guessing because of copyright issues with original authors), but this is would be good to refer people to. Need to expand the definition of &#039;weird&#039; for many people.</p><p><a href="http://www.amazon.com/gp/product/188044853X?ie=UTF8&amp;tag=wildsidepress&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=188044853X">http://www.amazon.com/gp/product/188044 &#133; 188044853X</a></p>]]></description>
			<author><![CDATA[dummy@example.com (Cheiron)]]></author>
			<pubDate>Fri, 21 May 2010 18:32:10 +0000</pubDate>
			<guid>http://www.lotfp.com/RPG/discussion/post/225/#p225</guid>
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			<title><![CDATA[Re: LotFP: Weird Fantasy Role-Playing]]></title>
			<link>http://www.lotfp.com/RPG/discussion/post/222/#p222</link>
			<description><![CDATA[<p>Perhaps I&#039;m missing something but I don&#039;t see any reference to armor restrictions for Specialists or Magic-Users...</p>]]></description>
			<author><![CDATA[dummy@example.com (Hexumel)]]></author>
			<pubDate>Sat, 15 May 2010 12:23:36 +0000</pubDate>
			<guid>http://www.lotfp.com/RPG/discussion/post/222/#p222</guid>
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			<title><![CDATA[Re: LotFP: Weird Fantasy Role-Playing]]></title>
			<link>http://www.lotfp.com/RPG/discussion/post/220/#p220</link>
			<description><![CDATA[<p><a href="http://www.lotfp.com/images/dump/LotFPGameWorking.pdf">http://www.lotfp.com/images/dump/LotFPGameWorking.pdf</a></p><p>Version 0.06 is up.</p><p>Character sheet rough is available here: <a href="http://lotfp.blogspot.com/2010/04/lotfp-weird-fantasy-role-playing_28.html">http://lotfp.blogspot.com/2010/04/lotfp &#133; ng_28.html</a></p>]]></description>
			<author><![CDATA[dummy@example.com (JimLotFP)]]></author>
			<pubDate>Wed, 28 Apr 2010 12:05:02 +0000</pubDate>
			<guid>http://www.lotfp.com/RPG/discussion/post/220/#p220</guid>
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			<title><![CDATA[Re: LotFP: Weird Fantasy Role-Playing]]></title>
			<link>http://www.lotfp.com/RPG/discussion/post/218/#p218</link>
			<description><![CDATA[<p><a href="http://www.lotfp.com/images/dump/LotFPGameWorking.pdf">http://www.lotfp.com/images/dump/LotFPGameWorking.pdf</a></p><p>Version 0.05 up.</p>]]></description>
			<author><![CDATA[dummy@example.com (JimLotFP)]]></author>
			<pubDate>Fri, 16 Apr 2010 16:12:53 +0000</pubDate>
			<guid>http://www.lotfp.com/RPG/discussion/post/218/#p218</guid>
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			<title><![CDATA[Re: LotFP: Weird Fantasy Role-Playing]]></title>
			<link>http://www.lotfp.com/RPG/discussion/post/205/#p205</link>
			<description><![CDATA[<p>Some notes on version 0.04</p><p>Am I reading this correctly:</p><p>Saving throws are: <br />Paralyze, Poison, Breath Weapon, Magical Device, Magic. A character&#039;s Con modifier improves Save vs. Poison difficulty, his Wis modifier improves Save vs. Cleric spells and his Int modifier improves Save vs. Magic-User (and presumably Elf) spells. The saves versus spells are further modified on a case by case basis by the spellcasters casting stat (Wis and Int respectively). No ability affects the rest of the saves (Paralyze, Breath Weapon, Magical Device). The description makes a reference to &quot;save vs. poison or disease&quot;, but the actual saving throw tables make no reference to disease saves.</p><p>My thoughts on this:<br />- The table doesn&#039;t need it, but the character sheet probably needs two slots for the save vs. spells. Either that or discard the Int modifier to Magic-User spells and replace it with Wis.<br />- Save vs. Breath Weapon is about dodging, isn&#039;t it? Should a character&#039;s Dex modifier affect it?<br />- Save vs. Magical Device is pretty much a save against a spell as well. Should Wis and Int affect this? Say, a Wand shooting Magic Missiles. <br />- If you want to include more stats in the saving throws, how about using the Charisma modifier on one of the saves? For instance, have Charisma modify either Paralyze or Magical Device.</p>]]></description>
			<author><![CDATA[dummy@example.com (Navdi)]]></author>
			<pubDate>Sat, 27 Mar 2010 06:54:38 +0000</pubDate>
			<guid>http://www.lotfp.com/RPG/discussion/post/205/#p205</guid>
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			<title><![CDATA[Re: LotFP: Weird Fantasy Role-Playing]]></title>
			<link>http://www.lotfp.com/RPG/discussion/post/204/#p204</link>
			<description><![CDATA[<p>I still think that you should let the Halfling and Thief progress on the attack table. Maybe even the Cleric.</p><p>As it stands:<br />In a combat Fighter can attack an hit with a good probabilty through all levels</p><p>Dwarves are not as good, but they are much hardier due to their good saves.</p><p>Elves are not as good as Dwarves, but they also have Magic-User spells at their disposal</p><p>Magic-Users are useless in hand-to-hand combat due to not being able to wear armor and low hp, but they have their spells</p><p>Clerics are on par with the other matial classes with being able to wear armor. In lower levels they have a decent chance to hit. I higher levels they become useless in a fight. But they also have spells and can support the group in a combat.</p><p>Halflings and Thieves can wear some armor and use some weapons. In lower levels they have a decent chance to hit. I higher levels they become useless in a fight. And moreso a liabiloty as monsters will hit them far more often than they can hit the monsters.<br />The only logical conlcusion for these classes is to avoid combat or get maimed.</p><p>To use 4th edition Lingo: This is no fun!</p><p>Make no mistakes, I like the idea, that every class has it&#039;s own little niche where they are best. And the Fighter should be the Best in Hitting stuff with something sharp and/or pointy.<br />But I also think that the Expert and Halfling should be able to contribute to a combat (without stealing the Fighters crown).</p><p>In the end, it all comes down how you use AC and to hit progression.</p><p>Do you use the no-progression in your own campaign game at the moment? If you do it, what is your experience with it?</p>]]></description>
			<author><![CDATA[dummy@example.com (Tharen the Damned)]]></author>
			<pubDate>Fri, 26 Mar 2010 11:45:10 +0000</pubDate>
			<guid>http://www.lotfp.com/RPG/discussion/post/204/#p204</guid>
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			<title><![CDATA[Re: LotFP: Weird Fantasy Role-Playing]]></title>
			<link>http://www.lotfp.com/RPG/discussion/post/203/#p203</link>
			<description><![CDATA[<p>I, too, think that an unarmored human should be AC 10. While of course all this math is easy, adding to 10 is easier than adding to 12.</p><p>Thus:</p><p>Unarmored 0-level types have no AC bonuses, and thus have AC 10.<br />Unarmored magic-users, clerics, and specialists have a class-based +1 AC bonus, and thus have an AC of 11.<br />Unarmored fighters have a class-based +2 AC bonus, and thus have an AC of 12.</p><p>This way you don&#039;t throw the AC system out of whack, and you don&#039;t change any of your design goals. You instead simply express the differing armor classes of classed characters as bonuses.</p>]]></description>
			<author><![CDATA[dummy@example.com (Geoffrey)]]></author>
			<pubDate>Tue, 23 Mar 2010 14:49:39 +0000</pubDate>
			<guid>http://www.lotfp.com/RPG/discussion/post/203/#p203</guid>
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			<title><![CDATA[Re: LotFP: Weird Fantasy Role-Playing]]></title>
			<link>http://www.lotfp.com/RPG/discussion/post/201/#p201</link>
			<description><![CDATA[<p>Jim wrote: <br /><em>Fighters will begin with +2 bonus, whereas all other starting characters get +1 and unclassed 0 level schlubs get +0.</em></p><p><em>I want to make the fighters important, but not SUPERKILLER. Maybe the 1 or 2 point starting AC difference won&#039;t make that much of a difference on the player side, but since monsters will use the Fighter bonus I didn&#039;t want to screw PCs.</em></p><p><em>I can be argued with on this point, though. <img src="http://www.lotfp.com/RPG/discussion/img/smilies/smile.png" width="15" height="15" alt="smile" /></em></p><p>I think normal, unarmored AC should be 10. This way an average mook hitting another average mook hits half the time, which makes sense to me. There is also the issue of being compatible with at least some versions of the game, for instance, I&#039;d imagine you might draw in some players who have experience with D&amp;D 3.5, and/or have been alienated by D&amp;D 4th edition, and are now on the look out for a lighter game system (me, for instance).</p><p>I also think Fighters should be special, but not at the expense of the whole AC thing getting thrown out of whack for a somewhat arbitrary-seeming reason. BUT I think non-Fighters should also get better at hitting things as they get levels.</p><p>Here&#039;s some ideas: </p><p>Give Fighters +1 to hit every level. Give every other class +1 to hit on every even level. This means they get better at hitting, but only at half the fighter&#039;s speed. If you really want to give the fighter an additional boost to hitting starting at lvl 1, give them a class ability which gives them +1 to hit with a weapon they are familiar with. Call it &quot;Weapons Expert&quot; or some such, which would be +1 to hit with a weapon with which they have prior experience. Or with a weapon group of their choice (one-handed, two-handed, pole-arms, bows, what have you). If you want to make them progressively better with more levels, &quot;Weapons Expert&quot; could give an additional +1 to hit every four levels. </p><p>Another way to boost the fighter is give them a similar class ability called &quot;Armor Expert&quot;, which would grant them +1 AC when wearing armor they are familiar with. You could make this class ability get better every four levels as well. This way the Fighter would be better protected while wearing armor than, say, an elf wearing the same kind of armor. Come to think of it, the Dwarf would be a natural candidate for this particular class ability as well, as the archetypal dwarf is usually heavily armored.</p><p>What do you think? Breaking the mold too much?</p>]]></description>
			<author><![CDATA[dummy@example.com (Navdi)]]></author>
			<pubDate>Mon, 22 Mar 2010 18:28:06 +0000</pubDate>
			<guid>http://www.lotfp.com/RPG/discussion/post/201/#p201</guid>
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			<title><![CDATA[Re: LotFP: Weird Fantasy Role-Playing]]></title>
			<link>http://www.lotfp.com/RPG/discussion/post/200/#p200</link>
			<description><![CDATA[<div class="quotebox"><cite>Navdi wrote:</cite><blockquote><p>I find adding two numbers together to be a LOT easier than ... cross-referencing ... my character sheet.</p></blockquote></div><div class="quotebox"><cite>Navdi wrote:</cite><blockquote><p>&quot;Oh, the orc has a chain shirt (+4) and a shield (+1) and my Level 1 Fighter (bab +1) has +1 Dex. I need to roll a 13 to hit.&quot;</p></blockquote></div><p>Yeah OK.&nbsp; &nbsp;<img src="http://www.lotfp.com/RPG/discussion/img/smilies/wink.png" width="15" height="15" alt="wink" /></p><div class="quotebox"><cite>Navdi wrote:</cite><blockquote><p>But lets agree to disagree and leave it at that, shall we?</p></blockquote></div><p>You betcha.</p>]]></description>
			<author><![CDATA[dummy@example.com (Greyharp)]]></author>
			<pubDate>Sun, 21 Mar 2010 20:29:37 +0000</pubDate>
			<guid>http://www.lotfp.com/RPG/discussion/post/200/#p200</guid>
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