One of those isometric RPGs like Baldur's Gate.  Something Dark Fantasy.  I think I could program it well enough, but there's no way I'd be able to get good enough graphics.  I also hear that the OGL does not extend into video game territory.  Harumph.

There's no way you'd ever find more than one person willing to sacrifice themselves.

...And I notice that the treasure values are listed in gp.  Should I change them all to sp?  Anything else I should know?

A Stranger Storm?  I actually ran that for the first time (first LotFP game) last night.  It was a total TPK, and was fun as hell.  The "strange goings on" in it really made the players sit up and pay attention, and one player ended up having to play a villain, which she did to devious effect.  Definitely a hard one, though it is also possible to go from beginning to end without facing a single combat.

David wrote:

Islan, I don't understand why you have so much trouble with this concept. The surprise die on the character sheet is placed far from the skill dice and in a different box. It is clearly a separate thing.

[...]

These are two separate things. Allow them to be dealt with separately.

Do you really not see how inconsistent and confusing this is?  Sorry to have to be so frank, but telling someone something means one thing on one part of the character sheet, and the same thing means the opposite on another part, is just stupid.  And despite what Raggi says, I do not believe page 166 addresses this issue at all.  And no, it is not a "big issue", I am only merely giving feedback for whenever a new character sheet comes out, if ever.  And if Raggi doesn't think it's worth changing and likes it just the way it is, that's okay too.  Really, since Surprise is rolled by the DM anyway, it doesn't make a whole lot of difference whether Surprise is even on the character sheet.

I'm no mind reader, but I'm willing to bet that Mr. Raggi thought that it would make more sense for the occasional elf player to colour in one dot than to make every person playing any other type of character colour one in instead.

Except that every non-Specialist player also has to fill in one dot on their skills as well, so why should filling out a Surprise check be any different?

Again, this is an entirely minor issue, and this is just minor feedback.  I have no problem with games that have multiple systems; I do not think wanting to roll low at some points and high at others to be inconsistent.  I do want some kind of consistency within those sub-systems though, especially when it comes to presentation on the character sheet.  Really, this is all about presentation, and as presented it seems rather contradictory.  And if Raggi doesn't think it's worth changing and likes it just the way it is, that's fine too.  Really, since the DM is the one who rolls Surprise, it probably wouldn't even make a difference whether or not Surprise was even on the character sheet.

6

(6 replies, posted in LotFP Gaming Forum)

Haha, that sounds like a really fun game you're in.

JimLotFP wrote:

Rulebook page 166 addresses that the blank spots represent the character's surprise chances in this case.

You mean where it says "Elves are only surprised 1 in 6 (and so should fill in one pip)"?  Not exactly clear, but I am primarily going by page 56 where it says "most normal characters are surprised on a roll of 1-2."  Oh!  Or are you saying that the meaning of the blank and clear pips are swapped between skills and surprise chance, and the clear pips on the Surprise chance actually mean "1-2" and not "5-6"?

Even if that's true, it's still confusing and a rather pointless distinction; why not just replace it with a clear d6 like with skills?

8

(6 replies, posted in LotFP Gaming Forum)

Awesome vids, man.

The Degenerate Elite wrote:

So the score shown on the character sheet shows what the referee needs to roll for monsters and NPCs to achieve surprise against that character,

Except the score shown on the character sheet is not.  To be surprised, a character (by default) has a chance of 2 out of 6, or 1 out of 6 if you're an Elf.  According to the character sheet, it's 4 out of 6, and that is the flaw I am pointing out.

So you're saying with skills, "2 in 6" means roll low, while with surprise, "2 in 6" means roll high?  That's just more confusing.

Update

Also, it seems to me that the Surprise section on the character sheet is incorrect: it lists the Surprise chance as 4 out of 6, whereas it should be 2 out of 6.  Really, since Elves can have a 1 out of 6, I think the Surprise chance should just be a blank die to fill in.

Awesome!

Well it perhaps wouldn't be too far of a stretch of the imagination for a set of armor that has the spell Protection from Normal Weapons (or however it's called) on permanently -- and from this we can easily extrapolate weapons with something like "Piercing on Normal Armor", though for some reason I can only imagine it on edged weapons.

This presence would result in something akin to the following:

Normal Weapon vs. Magical Armor (w/ "Protection") = impossible (maybe allow on nat 20?)
Magical Weapon (if it has nothing else but "Piercing") vs. Normal Armor = as if no armor (uAC 12, maybe 13 with a shield?)
Magical Weapon vs. Magical Armor = normal

This particularly reminds me of Elric of Melnibone, and how his sword would cut through his foes as if they were butter, but when he faced that one guy with the magical armor he was stopped cold in his tracts.  But I would still suggest such weapons and armor being exceedingly rare, and I'm unsure if I'd want such a magical item model in every game that I ran (would cause quite a breach in the haves and have-nots, but enforced rarity can make something of a difference there).

I am actually quite certain that the Red Carapace would have an ego (it pretty much decides when it feeds), but its limited ability to communicate would probably result in those who wear it never actually knowing.  I could see a clever player somehow working out an unspoken contract with his armor, "feeding" it other people (i.e., putting it on them) so that the armor never feeds on him.

Hm, you're probably right, maybe I'll change it to d6-1.

Also note: the armor falls off the instant it hits 0 hp, even in the midst  of combat (lose AC), and there are no rules for *when* the armor decides to heal itself ... or even exactly *who* it heals from (they just have to be wearing it at the time).

Oh hell, let's just turn this into a Magical Item thread big_smile

-The Red Carapace-

This deep-red armor appears to be made from some kind of exoskeleton of some giant insect.  It grants an AC of 18, but whenever the wearer is damaged, it will take 1d10-1 of the damage in lieu of its master.  The armor has 15 hit points.  When the armor is damaged, it cracks and bleeds.  The only way for the armor to heal itself is to siphon it from the one who dons it--injecting hollow "fangs" into them and sucking the HP directly to repair their own at a rate of 1d4 per turn.  If it is attempted to remove the armor during this time, it will prove very difficult, taking 1 turn and dealing 1d8 damage to the wearer in the process.

If the armor ever reaches 0 hp, the plates separate and fall off.  The armor can only be repaired through a ritual requiring a sacrifice of a creature with at least 1 HD.

Neko--kun wrote:

Of course, you could also add in things like obviously ancient equipment that is unusually resistant or immune to rust or tarnishing, a cup that turns alcohol into water when filled with it, and other odd and questionably useful objects.

That is one idea I had:  say something is magical, but give no real mechanical benefit.  Or just have particularly ornate weapons and armor without any magic to them.  Another idea I had was to expand the "bonus vs. an unadjusted AC of X or higher", maybe to something like "+4 bonus vs. a uAC of 20-22" as the range 20-22 is the "realm of AC granted to beings clad in armor forged in the pits of hell" or some-such.

Well if it modified the attack roll, then magical armor would have to modify AC to compensate, wouldn't it?  And then there's an arms race.  I was thinking about shifting magical armor to have to do with HP as well, but it doesn't make sense outside of a particularly unique item I had an idea for.

LotFP Grindhouse says that magical weapons are fine, they just should be rare and not fall into a +1/+2 arms race.  Okay, so how are they suppose to work then?  It could be pretty easy to, say, allow spells to be cast from it as if it was a wand or staff, or to have it talk, but how to represent a sword of "power" in direct combat?

What about keeping the +1/+2 bonus track, but making the bonus only to damage and not attack rolls?  That's the only thing I've been able to come up with so far.

There is also the question of armor: what would make magical armor different from regular armor if it doesn't improve your chances to be hit?  I think in literature there is the common idea that someone in magical armor is almost impervious to mundane weapons, and would require a magical weapon to fight against, but that would still be an arms race.

Here's some more thoughts:

What if zombies were just corpses that were animated by parasitic worms?  I would probably have to feel inclined to make skeletons non-existent in that case, though, since the worms would only be able to live in flesh...

I was also thinking of something similar with ghouls, whether it is a curse or some kind of infectious black ooze.  The "infection", whatever the source, will turn humans into ghouls and wild men into wights.

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(4 replies, posted in LotFP Gaming Forum)

Now the question is,where can I get full-size copies of these pics?

Aye, it was silly for me to ask XD

Ogres will definitely be a rarity in this game, though, and giants even more so (if they are even around anymore).  They'll live in family units, with most young ogre males having to undertake long journeys to find their mate.  That's what I think I have so far.

Eh, I'm not sure if I want to go with the "foul, stinking" and super-rapists.  I was thinking about just making them big and dumb, only violent as they are prone to solve most problems by hitting it.  But out of curiosity, assuming they are even able to survive the rape, how would a human female even survive the pregnancy long enough to bring it to term?

So I'm prepping for a sandbox campaign I plan on running using LotFP.  It will be my first time running LotFP, so that's kind of exciting.  I was also planning on running it in the style introduced to me in the West Marches Experiment--which essentially allowed for multiple parties and ease of adaption for players dropping in or out--but I may just end up with a single-party affair, which is fine by me.  The setup has the players exploring the western edge of a barony, where the furthest reaches of society border the unknown wilderness.  Since I am a big Old D&D fan, and this is my first time trying out LotFP, I wanted to bounce some ideas off the community.

Elfs
Like all demihumans, Elfs are somewhat of a rarity in the human-dominated lands.  Most Elfs are haughty and aloof, but those few who have spent more time around humans in their youth tend to be more down to earth.  These wayward sons and daughters of Elfen descent are usually treated as alien in human society, with reactions ranging from uncomfortable to spitefulness--many such Elfs learn to hide their inhuman origins.  Even rarer are the Elfs who are raised by humans--these Elfs may choose to take the human classes of Fighter, Magic-User or Specialist in lieu of the Elf class, but not Cleric.

Dwarfs
I've been thinking about taking inspiration from James Maliszewski (Grognardia) and making all Dwarfs male, with new Dwarfs coming from their shape being crafted out of stone.  I am not sure if or how I will handle the idea of having to pay back your maker, though, as that would force all Dwarf PC's to start the game with a debt.

Halflings
I have not yet come up with any specific details for Halflings, but I would like something to help fit them in with the other races, where both Elfs and Dwarfs are essentially "on their way out" and humans are now the dominant race.

"MONSTROUS" RACES

I have been reading James' advise on the matter of "common monsters", but at least with this first foray I would like to have some manner of wild societies that the PC's can interact with beyond the edges of civilization.

Goblins
Goblins are foul creatures with an elongated nose and arms.  They cannot care less in the trappings of societal structure and rarely think beyond the present, making them very difficult to manage even by men of evil intent who wish to purchase their services.  They have little regard for life, even their own, and goblins can be suicidal just as often as they flee for their lives.
Like Dwarfs, goblins have no females or children, though this is not widely known by other races.  They are instead born from great cauldrons or pits of mud.  Goblins also sometimes willingly climb into boiling cauldrons of water or mud, with their bodies melting and joining with other goblins to create other creatures of their family.  One such creature is the hobgoblin, which is twice the mass and more cunning than its progenitors.  Sometimes six or more goblins can join together in this matter to form a bugbear.  There are legends of some great beast similar in appearance to a goblin called a troll, but whether this is some other, more rare concoction of goblin make, few if any know.

Wild Men
Once, long ago, before the Builder chiseled the first Dwarf from the northernmost mountains, the lands of these protohumans stretched far and wide.  The ruins of their once mighty structures can still be found, though usually in a much more deteriorated state than those of the Elfs.  Now they can usually be found in small tribes, without language, culture, or will to climb out of the primordial state they have fallen to.  Fiercely territorial, they do not have any relations with other races and typically attack on sight.
Though extremely rare, there are some Wild Men who live in family units rather than tribes.  These self-imposed outcasts display a greater intellect than their tribal brethren; and though they have no knowledge of their race's past greatness or language, sometimes they can be heard, morosely singing the songs past down to them from generations past, almost as if they are remembering...

Orcs
Bestial men, the feature that set them most apart from humans is their pig-like heads.  Their society is loosely clan-like, and their chief occupation is war.  Many bands of orcs roam the land as either bandits or mercenary units, depending on the state of peace in the area.  They are not usually found up north, and the west has had few if any encounters with them.

Ogres
So far the only thing I have played with is making ogres descendents of giants.

Gnolls
These hyena-headed men live in a very strict theological society, with their priests ruling in the name of their earthbound god.  Their society functions through the sweat of slaves, whose numbers are filled by raiding parties into the lands of other races.

So please let me know what you think, and if you have any of your own inspirations to add.

I've had to answer up to three questions to make one post several times.  I've had two posts gets truncated.