I don't like for the PCs to be able to generally know the capabilities of any NPC spell-casters that they might meet. So instead of using the same old lists of spells from the rulebook, the Random Esoteric Creature Generator (RECG) can be used instead.

As an example, let's suppose that the PCs run into a 10th-level druid. Everything about him is by-the-book (HD, to hit scores, saving throws, armor and weapon restrictions, etc.) except the whole spell-list is thrown-out. Instead, the druid gets powers as determined by rolling on the Special Abilities table of the RECG:

I roll a 21%, indicating that the druid gets 7 powers from the list. Here goes:

1. Charging attack: The druid may enter melee with a charge, doing double normal damage with melee weapons.

2. Mimicry: The druid is able to change his shape to be any inanimate object of roughly human size. He uses this ability to lure victims close so he may attack with surprise.

3. Immune to Most Spells: The druid is immune to all but the following four spells: soul bind (C9), storm of vengeance (D9), geas (C6, W6, I6), and discern location (C8).

4. Takes only half damage from crushing attacks.

5. Only magic weapons and weapons made out of bronze can affect the druid.

6. Damage Heals Only by Natural Healing: Any damage inflicted by the druid can be healed only through natural rest. Magical healing (spells, potions) of less than seventh level in power will not cure it. All other damage a character takes can
be healed by the usual means.

7. Transform Rock to Mud: The druid is able to transform rock into soft mud. Walls so transformed will collapse, pillars and boulders turned into goop, and floors will effectively turn into deadly quicksand. The druid can transform 50 square feet of rock. If the ability is used to cause direct damage to characters, those characters must make a save to avoid the effect.

I much prefer the above to a typical spell-list.

2

(87 replies, posted in Main Forum)

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.

Thus:

Unarmored 0-level types have no AC bonuses, and thus have AC 10.
Unarmored magic-users, clerics, and specialists have a class-based +1 AC bonus, and thus have an AC of 11.
Unarmored fighters have a class-based +2 AC bonus, and thus have an AC of 12.

This way you don't throw the AC system out of whack, and you don't change any of your design goals. You instead simply express the differing armor classes of classed characters as bonuses.

3

(87 replies, posted in Main Forum)

Two points in this post:

1. James, you might want to consider using the Target 20 mechanic in your game rather than either to hit charts or ascending armor class: http://www.superdan.net/oed/target20/ It is succinct, and it almost exactly replicates the to hit (and saving throw) probabilities of OD&D.

2. I can really see the point of having fighters being the only ones who get better to hit scores as they increase in level. Consider:

Clerics and magic-users get better spells when they go up in level. Do fighters get better spells? NO! They get no spells at all, ever, even at 20th level.

Clerics get better at turning undead when they go up in level. Do fighters get better at turning undead? NO! They can't ever turn undead, even at 20th level.

Thieves get better at their theiving skills as they go up in level. Do fighters get better at thieving skills? NO! They can't ever use thieving skills.

So if fighters don't have something unique (such as being the only ones to get better to hit scores as they increase in level), then they are the only class without a unique feature. Someone might say, "But the other classes are never as good at hitting as a fighter of the same level." My reponse: By that same logic fighters should get spells, undead turning, and thief skills (but not as good as those of magic-users, clerics, and thieves).

James has written some great flavor text for fighters, the aerial servant spell, and the speak with dead spell (all quoted below for convenience). This is a wonderful idea, which I'd never even considered. If the three examples below are representative of the final product, then  LotFP: Weird Fantasy Role-Playing has the potential to be my favorite version of perennial D&D.

Well done, James!


Fighters

Man’s history is one of slaughter. Every new era is defined by the cruelty man inflicts upon man, or the victory fighting against it. To those in power, soldiers are but tools to shape the populace to their whims. The price that is paid to enact their desires is irrelevant to those giving the orders.

In battle, man maims man. Horribly wounded men scream for mercy as their life’s blood pours out from cruelly hacked wounds. Their cries are ignored and their lives extinguished by those too cruel or frightened to listen. Poets and politicians speak of the honor of battle for a just cause, but in battle there is no honor and there is no justice. There is just death from metal implements that crush, slash, and stab.

To be willing to slaughter at another’s command in the name of peace and nobility, to be hardened to the deaths of loved companions, to be immersed in this worthlessness of life, that is the life of a soldier.

Fighters are these soldiers that have seen the cruelty of battle, have committed atrocities that in any just universe will damn them to Hell, and have survived.


Aerial Servant

This spell summons an extra-dimensional force that manifests as an entity which appears as a grotesque reflection of the caster’s id. The caster then announces what he desires most in the world, and the creature will go forth and retrieve it. The object of desire may be a living thing.

The caster must make a saving throw versus magic (WIS modifiers apply). If successful, the entity will retrieve the announced desire. If the save is failed, the Referee must make a judgment call and decide what the caster really wants most, in general and not at the particular time of casting, and the creature will attempt to retrieve that instead.

The creature can fly and is invisible to all but the caster. Objects will be automatically seized unless defended by extraordinary means. Only a creature with a Strength of 18 can avoid being collected by the creature, and even then the chance is not likely to be greater than 50%. The entity can carry up to 500 pounds in weight. If combat occurs, the thing summoned by this spell has the following stats: HD 16, AC as plate, 1 attack for 4d4 damage, Move 240’, ML 7. If the servant creature is frustrated in its efforts to bring the desired object to the caster, it will become insane, returning and attacking him.


Speak with Dead

This spell rips the spirit of a corpse from the afterlife and returns it to its body. The habitation is imperfect, and as such the spirit is only able to move the body’s lips and tongue, and thus is able to answer questions.

The corpse’s knowledge is limited to what the person knew during life, including the languages it spoke (if any). Answers are often brief, cryptic, or repetitive.

People that were decent, honest, innocent, or at least devout in their religion (not all gods care about morality), they will be anxious to answer questions and remain on Earth for as long as possible. They have learned that the afterlife is nothing, simply a void with no effective consciousness and no sensation but for the numbing awareness of passing time. They know that being alive, even inside a rotting corpse for the briefest sliver of time that leaves them in agony as the decay of their physical form leaves every nerve transmitting unrelenting pain, is better than being dead.

Cads, scoundrels, and heretics, on the other hand, were pleasantly surprised to not find eternal torture waiting for them in death. Only the vicious and undeserving find this peace in death, and they will be furious about this peace being disturbed. This allows them a saving throw versus magic to resist answering questions.

The spell allows a base of three questions. If the death occurred more than a day ago, one less question. More than a year, one less question.

This spell does not affect a corpse that has been turned into an undead creature. The head of the person to be spoken with (or at least the mouth), even if it merely a skull, must be present and intact for the spell to work.

5

(11 replies, posted in Main Forum)

IMO, the best way to start a Raggian D&D campaign is with The Three Brides (along with People of Pembrooktonshire). Then place both the Grinding Gear and Death Frost Doom in the mountains outside town.

They might see something like this, and be scarred for life:

http://www.brendan-nyhan.com/photos/uncategorized/sistine_chapel.jpg

In reference to James's latest blog post ( http://lotfp.blogspot.com/2010/01/what- … es-in.html ), I suggest to anyone who thinks depictions of nudity should be stamped-out or shouted-down, that he start at the top and complain to the Pope about the Vatican's interior decorating.

James, do whatever is right for LotFP Weird Fantasy Role-Playing Game. Let those more chaste than the Pope fly to Rome and explain to him the error of his ways. Millions of children see the nudity in the Sistine Chapel. We should be so lucky if millions of children see the nudity in the LotFP Weird Fantasy Role-Playing Game.

7

(87 replies, posted in Main Forum)

James wrote: 'I'm on the spell lists now. No Raise Dead, Reincarnation, or Resurrection. Dispel Magic and Protection from Evil will make those who like magic items unhappy, but further thoughts on how to not make MUs the final word need to be thunk if gear is de-emphasized. I'm also leaving the illusion spells til last, because really, I don't want the classic "How does that work?" ambiguity to be there.'

All sounds good to me. A couple of points:

1. To help prevent magic-users from being the final word, limit their spells to 6th-level spells (and clerics to 5th-level spells), just like in the 1974 boxed set.

2. How many illusion spells are in the original rules? Is it just one (phantasmal forces)? BFRPG (and, IIRC, the D&D Rules Cyclopedia) pretty much take the ambiguity out of that spell.

8

(87 replies, posted in Main Forum)

I see the logic behind calling thieves "specialists", but will doing so muddy the waters a bit in regard to cross-compatibility?

For example, if you publish a module that includes a "5th-level specialist", won't that cause a lot of head-scratching?

9

(87 replies, posted in Main Forum)

Sounds like I'm going to have to read Barker's Books of Blood.

10

(87 replies, posted in Main Forum)

Clive Barker? He doesn't quite seem to fit, IMO. If you wanted to include a living horror writer, I'd instead go with Thomas Ligotti, who just might be the finest horror writer of all time. I'm with you on the rest of the definites, though.

From your list of maybes, I'd include three:
Burroughs
Dunsany
Merritt

I'd also include:
William Morris
H. Rider Haggard

That would make 16. smile Other candidates are George MacDonald and Charles Saunders.

11

(87 replies, posted in Main Forum)

Some inchoate thoughts on this project:

1. I wouldn't worry about interior art. I'd keep firmly in mind that these are just rulebooks, and are inside of a sealed box. The "eye candy" would need to be printed on the box itself, which would need to be completely and totally awesome. Further, the box art would have to appeal to all generations of fantasy fans. It couldn't be something to turn-off the adults ("Damn kids and their computers and manga") or the kids ("What the hell is this lame crap?").

2. I really like your intention of having a random generation of monsters, rather than lists of rust monsters, beholders, etc. I personally think it would be cool if you included an abridged version of your RECG, and a note directing people to buy the Goodman Games version for the full ride.

3. I think you should also avoid a list of magic items. I'd go with random generation of these as well.

4. I'd thoroughly revise the prices on the equipment list to make some sort of sense. I'm glad to see you mention making armor and horses much more expensive.

More later.

12

(87 replies, posted in Main Forum)

JimLotFP wrote:

The present plan for the box:

  • 1 Tutorial Booklet, introducing the rules and concepts, doing a "choose your own adventure" solo adventure, and basically using the Mentzer Basic intro as a guide to format

  • 1 Rules Booklet. Character creation, combat and adventuring rules, spell descriptions, etc.

  • 1 Referee Booklet, including monsters, treasure, adventure design

  • 1 Beginner (for referees and players) Dungeon Adventure

  • 1 Beginner Wilderness Adventure

  • Dice

  • Reference Sheets

  • Pencil + Pad of Graph Paper

James, what about the 6th book you mentioned in your blog?

"The sixth booklet, which would be just a dream (more than the whole idea) and least likely to get in, would be a reading (and viewing) guide. Appendix N come to life, if you will, discussing various elements of the genre and perhaps where the inspiration for certain mechanics originated from. Not in-depth critical essays or anything, just a breezy walkthrough. It will give the whole thing context, because there is no reason to expect that the 10 - 12 year old kid we'd be targeting would have any clue about Jack Vance or HP Lovecraft or even RE Howard, and a lot of the stuff in the game (MAGIC SYSTEM) is just going to seem so foreign and unrelatable to someone whose entire fantasy education is Lord of the Rings and Harry Potter movies."

13

(1 replies, posted in Main Forum)

JimLotFP wrote:

My idea, when I had this adventure in my folder before I started publishing "for real," was to release the adventure and generate a different monster (using the Creature Generator) in that room for each individual copy sold. Then I'd sit back and see how long it took people to figure out that nobody had an identical module.

Oh, now that would be a lot of fun. Can you imagine the level of confusion and even hostility in the initial internet talk? "What are you talking about? The monster can't heat metal! Put. the crack pipe. down." lol