Tainted magic is a house rule that is inspired by Dungeon Crawl Classic's and ACKS's take on the magic-user class. It is intended for Lamentations of the Flame Princess, where magic-users are already considered chaotic in alignment. The rules also affect elves, but to a lesser degree.
First off, the way new spells are learned is changed. The magic-user or elf doesn't really require a spell book. He gains a repertoire of spells. The repertoire for each level is equal to the number of spells the magic-user or elf can cast plus his INT modifier. Thus a 1st-level magic-user with an Intelligence of 13 would know two 1st-level spells.
When a magic-user or elf gains access to new spells, he can either choose among those spells he found during adventuring, or he rolls on the spell tables for the magic-user, or a combination of both. It takes one week per spell to add them to the repertoire.
To cast a spell, a magic-user has to roll a spellcheck (1d20 + Level + INT modifier) with a difficulty class of 10 + 2x spell level. If he succeeds on the roll, the spell takes effect and he retains the spell to be cast again. On a failure, the spell cannot be cast anymore before sleeping. Also, on a failure the spell doesn't take effect.
On a natural 20, any damage rolls are maximized, the caster may select any random results instead of rolling, and the saving throw of the target of the spell is penalized by the caster's level.
On a natural 1, the spell fails and cannot be cast again that day. Also, the caster must roll a saving throw versus magic. The roll is penalized by half of the spell level (rounded up). If the roll fails, the character gains a random mutation. Mutations are rolled on table Mutations (Carcossa, p. 256). If the character is a magic-user, he also ages by a number of years determined by rolling on the aging table on the same page in Carcossa. As an elf he is immune to ageing.
Overall, magic is available more often. But a magic-user will face certain dangers using magic and he'll also be not as versatile - more akin to a 3rd Edition sorcerer.
Showing posts with label house rules. Show all posts
Showing posts with label house rules. Show all posts
Monday, August 6, 2012
Tuesday, July 17, 2012
What I learned from Indie Gaming
For the most part I think that Indie games (with some noteable exceptions) are an effort in focused game design not neccessarily intended nor useful for campaign gaming. But Indie gaming teaches us some valuable lessons, nonetheless.
A correlary to this rule is: gaming a social conflict like a combat encounter generates as much excitement and involvement as the combat encounter. But it should be reserved to the really important social conflicts.
I am going to apply that principle to all games in the future. Failure just moves the story in a different direction, but doesn't stop the story. Moreover, failure doesn't necessarily mean that the character failed in their tasks, but maybe just that success did have unintended consequences and side-effects.
Example from "In the Service of the Black King": Durgar tried to use the silver sword to destroy the Tome of the Forgotten and missed his move. The action was still a success, but both items were destroyed. If the roll had been a hit, the sword would not have been destroyed.
So, what did Indie gaming teach you?
1. One roll stands for success or failure
There are many games and gamemasters out there who let players roll several times for extended tasks like sneaking or opening doors. As Burning Wheel teaches us that actually reduces the chances of success of the player. Therefore, I only let the players try once at a task until the circumstances change significantly. No retries without an in-game justification beyond "it didn't work the first time". I'd rather give a modifier, if the character takes his time instead of allowing multiple rolls.2. Social stats/skills/abilities are not to be ignored
All too often the social attributes, skills and abilities don't figure into the game at all. Players have spend their points on those stats, but they don't matter because they are never rolled. The players just play their characters convincingly and persuasively, even if their stats don't reflect that. Back in the 70ies when no social abilities beyond Charisma existed that was fine. But nowadays skills frequently model the social aspects of a character as well. I usually give a bonus to the social roll based on roleplaying, but I let people roll nonetheless.A correlary to this rule is: gaming a social conflict like a combat encounter generates as much excitement and involvement as the combat encounter. But it should be reserved to the really important social conflicts.
3. Re-thinking failure
All too often we are in the habit of thinking of a failed roll that the character just wasn't good enough to succeed. But failure can have other dimensions. Apocalypse World/Monsterhearts/Dungeon World encourage the gamemaster to think about failure in different terms. Narratively, a failure means that the flow of the story doesn't move into the direction desired by the player. Instead it moves into the direction that the gamemaster desires. Doctor Who Adventures in Time and Space applies that principle by dividing results into a "yes and...", "yes", "yes, but...", "no, but...", "no" and "no and..." spectrum. Burning Wheel states "if you can't think of an interesting outcome based on failure, don't roll". Apocalypse World gives you tools to think of interesting outcomes.I am going to apply that principle to all games in the future. Failure just moves the story in a different direction, but doesn't stop the story. Moreover, failure doesn't necessarily mean that the character failed in their tasks, but maybe just that success did have unintended consequences and side-effects.
Example from "In the Service of the Black King": Durgar tried to use the silver sword to destroy the Tome of the Forgotten and missed his move. The action was still a success, but both items were destroyed. If the roll had been a hit, the sword would not have been destroyed.
So, what did Indie gaming teach you?
Sunday, June 17, 2012
Experience for Old School RPGs
As I've posted earlier, I don't really like how Lotfp is dependent on gaining treasure for getting experience points. Also, I would like to emphasize gaining experience for defeating monster. Yet, I also don't want to clutter my game with monster encounters. I've so far suggested to hand out more experience for monsters, but that didn't seem right either.
Now, I've read Dungeon Crawl Classics, and really like its approach to handing out XP. But DCC revamps the whole XP system. I want something more compatible with all Old School and Old School+ games. That's what I came up with:
Experience depends entirely on the subjective difficulty level of the encounter. The GM hands out experience depending on the amount of resources expended and the damage incurred by the characters. Each surviving character gets the listed award.
500 XP - The group face overwhelming danger, one or several characters died, and in the end the survivors had to flee. The survivors gain a lot of experience from their defeat.
250 XP - The group faced considerable danger, possibly one of them died, but in the end, the characters were victorious.
125 XP - The group faced difficult danger, they had to expend considerable resources, but defeated their enemies in the end.
60 XP - The group faced danger, but handily defeated them, suffering some injuries.
0 XP - The group defeated the enemies easily and barely got a scratch.
Additionally, the GM may award the following experience bonuses:
150 XP - For each trap dealt with successfully. Each character gets the listed award.
100 XP - For each trap encountered and set-off. Each surviving character gets the listed award.
100 XP - The character was role-played well and entertainingly.
100 XP - For each hex travelled.
100 XP - For each small dungeon or dungeon level explored.
Now, I've read Dungeon Crawl Classics, and really like its approach to handing out XP. But DCC revamps the whole XP system. I want something more compatible with all Old School and Old School+ games. That's what I came up with:
Experience depends entirely on the subjective difficulty level of the encounter. The GM hands out experience depending on the amount of resources expended and the damage incurred by the characters. Each surviving character gets the listed award.
500 XP - The group face overwhelming danger, one or several characters died, and in the end the survivors had to flee. The survivors gain a lot of experience from their defeat.
250 XP - The group faced considerable danger, possibly one of them died, but in the end, the characters were victorious.
125 XP - The group faced difficult danger, they had to expend considerable resources, but defeated their enemies in the end.
60 XP - The group faced danger, but handily defeated them, suffering some injuries.
0 XP - The group defeated the enemies easily and barely got a scratch.
Additionally, the GM may award the following experience bonuses:
150 XP - For each trap dealt with successfully. Each character gets the listed award.
100 XP - For each trap encountered and set-off. Each surviving character gets the listed award.
100 XP - The character was role-played well and entertainingly.
100 XP - For each hex travelled.
100 XP - For each small dungeon or dungeon level explored.
Wednesday, June 13, 2012
Moveable parts and fiddly bits: customization in Lotfp
Something that has gone around in my head for sometime: players like to customize, they like to play with options. In Lotfp, this is a bit lacking. Sure, clerics and wizards have options regarding their spell choice and how to expand that choice. Specialists get to distribute points on common activities. Elves are spell-casters and share in the wizard's game of spell choices. But what about fighters, dwarves and halflings? They notably lack any way to customize their characters beyond chosing armor and weapons. Those are fairly standardized in Lotfp.
That is the issue I have most with Lotfp. Fighters, dwarves and halflings lack moveable parts and fiddly bits. I feel the need to address that further than with profession. Everyone is getting those.
Stay tuned.
That is the issue I have most with Lotfp. Fighters, dwarves and halflings lack moveable parts and fiddly bits. I feel the need to address that further than with profession. Everyone is getting those.
Stay tuned.
Sunday, June 3, 2012
Professions for Lamentations of the Flame Princess
This is just a quick post with the professions I came up with (heavily inspired by ACKS). My idea is, each character gains one profession at 1st level, and every 4 levels afterwards (5th, 9th, 13th, 17th). Acquiring a new profession takes 1d4 months of actually working in that profession. High intelligence grants bonus professions (Intelligence 13+ grants one bonus profession at 1st level, Intelligence 16+ grants another one at 5th level, and Intelligence 18 another one at 9th level).
This is the list each character can pick from:
This is the list each character can pick from:
| Profession | Bonus |
| Acrobat | Increase dexterity bonus by +1. |
| Alchemist | Increase intelligence bonus by +1. |
| Archer | Gain a +1 bonus to ranged attacks. |
| Assassin | Gain a +1 bonus to the sneak attack skill. |
| Astrologer | Increase wisdom bonus by +1. |
| Battle mage | Gain +1 initiative when casting spells; reduce spell immunity of opponents by 10%. |
| Berserker | Gain +2 to attack rolls, immune to fear, -2 to AC. Lasts until end of combat. |
| Blacksmith | Gain a +1 bonus to the tinker skill. |
| Captain | Retainers check morale with a -2 bonus to the roll. |
| Cat burglar | Gain a +1 bonus to the climb skill. |
| Cavalryman | Reduce penalties for missile attacks while mounted to -2. |
| Conjurer | When caster takes damage while casting, he can still attach normally. |
| Diplomat | Receive a -2 bonus on NPC Reactions. |
| Enchanter | Cast charm person or sleep on person of preferred gender. Lasts as long as character keeps playing her instrument. |
| Engineer | Gain a +1 bonus to the architecture skill. |
| Fletcher | Missile attacks gain a +1 bonus to damage. |
| Forester | Gain a +1 bonus to the bushcraft skill. |
| Gambler | Earn 1d6x10 sp per month. |
| Guard | Melee attacks gain a +1 bonus to damage. |
| Guide | Gain a +1 bonus to the search skill. |
| Healer | (1+INT mod) patients recover additional 1d3 hp per day. |
| Hermit | Gain a +1 bonus to saves vs. non-magic effects. |
| Hunter | Character can make ranged sneak attacks at short distance. |
| Knight | Gain +2 bonus determining retainers loyalty/morale. |
| Laborer | Increase constitution bonus by +1. |
| Mercenary | Increase strength bonus by +1. |
| Merchant | Increase charisma bonus by +1. |
| Minstrel | Gain a +1 bonus to the busking skill. |
| Monk/Nun | Gain a +1 bonus to saves vs. magic effects. |
| Musketeer | Gain a +1 bonus to armor class, when wearing leather armor or less. |
| Mystic | Caster does not have to speak to cast spells. |
| Necromancer | Character can cast animate dead once per week. |
| Peddler | Buy items for 10% less, sell items for 10% more. |
| Pick pocket | Gain a +1 bonus to the sleight of hands skill. |
| Prophet | Lawful character can cast the commune spell once per week. |
| Scholar | Gain a +1 bonus to the legend lore skill. |
| Scout | Character needs only 4 hours of sleep to be completely rested. |
| Scribe | Gain a +1 bonus to the languages skill. |
| Sharpshooter | May target opponents engaged in melee. |
| Soldier | Gain a +1 bonus to melee attacks. |
| Soothsayer | Chaotic character can cast the contact outer sphere spell once per week. |
| Spy | Gain a +1 bonus to the stealth skill. |
| Thug | Gain a +1 bonus to the open doors skill. |
| Witch | Character can cast bestow curse once per week. |
Proficiencies in LotFP
When I look at LotFP, I see a game that I really like and that reminds me of older versions of the popular fantasy role-playing game. But that is the referee perspective. There is also the player perspective. From their point, LotFP is missing the "fiddly bits". The bits a player can use to fine-tune his character and develop a vision of that character.
Clerics, magic-users, specialists and elves each have something to decide when adding a new level. They get new toys to play with (either spells or dots in common activities). Also, clerics, magic-users and elves have the mini-game of spells to keep them occuppied during play. Whereas the fighter, the dwarf and the halfling don't really have any decisions to make beyond buying equipment.
That is not enough. I want them to have something to decide as well. Here, I like what ACKS is doing with the proficiencies. Every couple of levels, you get a new proficieny. Something that differentiates your character and supports a concept beyond "fighter" by using evocative names. That's something I'd like to see in LotFP. ACKS even gives abstract rules when to gain a new proficiency:
Using these rules, it would be easy to add something similar to LotFP. The only things I would make different:
Clerics, magic-users, specialists and elves each have something to decide when adding a new level. They get new toys to play with (either spells or dots in common activities). Also, clerics, magic-users and elves have the mini-game of spells to keep them occuppied during play. Whereas the fighter, the dwarf and the halfling don't really have any decisions to make beyond buying equipment.
That is not enough. I want them to have something to decide as well. Here, I like what ACKS is doing with the proficiencies. Every couple of levels, you get a new proficieny. Something that differentiates your character and supports a concept beyond "fighter" by using evocative names. That's something I'd like to see in LotFP. ACKS even gives abstract rules when to gain a new proficiency:
"All characters may choose one additional proficiency from the general list at levels 5, 9, and ... 13. Characters may choose one additional proficiency chosen from their class list each time they complete a full (2-point) saving throw progression." (ACKS, page 56)
Using these rules, it would be easy to add something similar to LotFP. The only things I would make different:
- Proficiencies are listed in a simple table offering quick options.
- Proficiencies are not divided into general and class-based tables. Instead, if you are able to use a certain feature, you could use the proficiency.
- No front-loading. Bonus proficiencies for a high ability score would be spread out over the advancement table (like INT 13+ gains one additional proficiency at first level, INT 16+ gains one additional proficiency at a later level, INT 18+ gains another additional proficiency at an even later level).
- Optionally: They would not be called proficiencies.
Monday, December 12, 2011
Experience Points Revisited
The Degenerate Elite has offered some very valid commentary about my proposed xp progression. I'd like to address that in more depths.
(HD x HD) x20
That would give an orc a value of 20 xp, a gnoll a value of 80 xp, and the 9HD dragon a value of 1.620 xp (or rather 2.000 xp, because due it's breath weapon and other abilities, it counts as a 10 HD monster).
Now hunting nine orcs will net the group 180 xp, and hunting nine gnolls will net 720 xp. Still considerably less than defeating one dragon.
- "your xp will result in ridiculously fast leveling for this system" - Correct. That is by design. I am not in favor of skipping the first couple of levels, but I am also not in favor of having the characters stuck at level 1-3 for any longer than absolutely necessary. So I am handing out enough xp to get them to higher levels pretty quickly. I want them to advance quickly.
- "the +100 per hit die is especially out of scale with normal monster encounters..." - You hit a nail there. I wasn't thinking when I did this. Mechanically, there would be no difference between hunting nine orcs and encountering a 9HD dragon. Except that surviving the orcs would be much easier. I don't like the table on page 32, because I think that the progression is too slow for my tastes. Also, I don't like referencing tables. Lotfp has nicely done away with most of the tables during actual game play.
- "for treasure to count for xp - it has to be returned safely to civilization" - I don't want the game to depend upon collecting treasure. I don't want to hinder mechanical character growth. I want the characters to advance.
(HD x HD) x20
That would give an orc a value of 20 xp, a gnoll a value of 80 xp, and the 9HD dragon a value of 1.620 xp (or rather 2.000 xp, because due it's breath weapon and other abilities, it counts as a 10 HD monster).
Now hunting nine orcs will net the group 180 xp, and hunting nine gnolls will net 720 xp. Still considerably less than defeating one dragon.
Sunday, December 11, 2011
House Rules for Lamentations of the Flame Princess Weird Fantasy Role-Playing
Yesterday we rolled up the first character for the campaign. Fiona Wilson, a female fighter from Kirkstead. Finally, this is going somewhere. In case you have been wondering, the Land Beyond the Drowning Woods campaign will start after the current Vampire the Masquerade (V20) campaign will be finished. Probably sometime in January. Maybe the first session will be on New Year's Eve.
Anyway, it is time to present the house rules for the campaign:
House rules that my players didn't like:
Note: That also means I am dropping the tiefling idea. There will be no tieflings as a player character class in the land beyond the Drowning Woods.
Anyway, it is time to present the house rules for the campaign:
- Ability scores: roll 3d6 twelve times, chose six and arrange as desired. If you include the lowest score rolled, you get to roll one other ability score again. Three times. If you roll higher than the current score, you get to keep the higher score.
- Bonus spells: Clerics and magic-users receive bonus spell slots based on their Wisdom respectively Intelligence. INT or WIS 13-15: one first level bonus spell, INT or WIS 16-17: one second level bonus spell, INT or WIS 18: one third level bonus spell. The spell slot becomes available when a cleric or magic-user becomes elligable to cast spells of that level.
- Strength bonus is added to weapon damage.
- Elves are called swamp elves. Their appearance is wizened, with flinty black eyes, twisted arms and legs. They are reed thin. Apart from that they follow all the rules of the elven class.
- Alignment: all clerics and all dwarves are lawful, all magic-user and elves are chaotic.
- Starting Gear: all characters start with the same starting gear. Leather armor, shield, small weapon, dagger, traveling clothes, backpack, purse, bedroll, latern & lamp oil, one healing potion (1d6+1), 10 iron rations and 1d6 sp. Since each iron ration fills one encumberance slot, I give the players the option of foregoing some or all rations and gaining 1 sp per ration not taken instead. Magic-users and elves start with a spellbook, of course. Reasoning behind this package is to get gaming as fast as possible.
- Two new common activities: Legend lore (knowledge about the campaign world) and busking (useful for performing and earning money). Legend lore starts at 1 in 6 and is modified by the Intelligence modifier. Busking also starts at 1 in 6 and is modified by the Charisma modifier. A successful busking roll earns 1d6 times roll result in copper pieces.
- Starting spells for magic-users: Read magic. Then the player rolls 3 plus Intelligence modifier times on the chart of first level magic-user spells. Duplicates are re-rolled. He can pick three. The magic-user does not get more spells, he just has more choice. I want to emphasize the professional nature of the magic-user. For elves nothing changes. Their acquired spells are a matter of chance.
- Hero points: Each session a character receives 3 hero points. Role-playing entertainingly, bringing food, or otherwise contributing to the game, may gain additional hero points. Each hero point can be used to either add a +2 to a roll on a d20, completely re-roll a d20 or to add a small detail to the narrative. We have just played a bit too much FATE 3rd edition to make do without any player empowerment. It probably will not hurt the game and also give the player characters a bit of an edge in surviving the lower levels.
- Experience points: Since I don't want to place treasure all over the place, experience will be awarded differently. 500 XP for attending the game. +100 XP for each hex travelled or each dungeon level explored, + 100 XP per HD of monsters defeated (to be distributed evenly among the group), +250 XP if the player creates something that enriches the game-play for everyone (e.g. keeping and publishing a journal, drawing characters, and so on). In case a game has to be cancelled, every would-be participant receives 250 XP.
House rules that my players didn't like:
- The elven class becomes the tiefling class. Tieflings have small horns, cloven hoofs and smell faintly of sulphur or brimstone. They are more like the Planescape tieflings than the 4E tieflings.
- The halfling class becomes the swamp elven class. Swamp elves are wizened, with flinty eyes, twisted arms and legs and they are rail thin. They are medium-sized and count as elves for rules purposes.
Note: That also means I am dropping the tiefling idea. There will be no tieflings as a player character class in the land beyond the Drowning Woods.