Lotfp house rules

February 29, 2020 | Author: Anonymous | Category: Fantasy Games, Dungeons & Dragons, Fantasy, D20 System, Gary Gygax Games
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Houserules for 5e Style Gaming using Lamentations of the Flame Princess v1.3 by Brent Ault

“...The fuck is this shit?” I like OSR systems. I particularly like LotFP. My players are tired of constantly dying. They want to invest in characters more and have a long running campaign. They want to feel like actual heroes and not weak, terrified peasants. They’re also casual gamers, so anything rules-heavy is a no go. So, I’ve nerfed and homebrewed the hell out of the LotFP core system, taking bits from 5e, DCC and BFRPG to have it share similarities with modern fantasy gaming...without introducing a whole new system to my table. • Race/Class separation • Higher HD per class • More access to magic • Ability to recast an expended spell • New skills • One common XP table

RACES:

CLASSES:

Dwarf: • Darkvision 60’ • +1 Architecture • +1 CON Modifier • +5 before Encumbrance

Barbarian: HD: d12 | Saves: Dwarf • Berserker: Up to your level+1 Rounds per day, erupt into a bloody rage during melee combat. Roll 1d4 with your melee attack roll and add the same 1d4 Roll+Level to all damage. You may end your rage at any time. Afterwards, you suffer a -2 to all attack rolls and saving throws until combat ends. • Toughness: A Barbarian’s unarmored AC is 13. They refuse to wear any armor beyond bracers and simple furs and leathers. • Combat Feat option.

Elf: • Darkvision 60’ • +1 Arcana • +1 WIS Modifier • 1-in-6 Surprise Gnome: • Darkvision 60’ • +1 Tinkering • +1 INT Modifier • Must carry one-handed weapons two-handed and cannot use large weapons. Half-Elf: • Darkvision 30’ • 1 Skillpoint • +1 CHA Modifier Halfling: • Darkvision 60’ • +1 Bushcraft • +1 DEX Modifier • Must carry one-handed weapons two-handed and cannot use large weapons. Human: • +2 Skillpoints • + 1 to any Ability Score (max of 18). Kenku: • Darkvision 60’ • +1 Sleight of Hand • +1 DEX Modifier • Must carry one-handed weapons two-handed and cannot use large weapons. Orc: • Darkvision 60’ • +1 STR Modifier • +1 CON Modifier • +5 before Encumbrance

Cleric: HD: d8 | Saves: Cleric • Divinity: Gain access to your God’s spells and orisons. • Blessed: If in good favor with your God, you may call on them for a boon to any dice roll, once a day. Roll 1d4. Druid: HD: d8 | Saves: Cleric • Natural Magic: Gain access to Druidic spells. • Animal companion: You begin with a loyal animal companion with 6 HP, AC 11 and an attack doing 1d4 damage. Fighter: HD: d10 | Saves: Fighter • Champion: Fighters get +1 to their AB every level and the +4 Parry, Defensive and Press combat options. • Cleaving: A kill allows a free attack on any opponent within 10’. This effect stacks. • Combat Feat option. Magic-User: HD: d6 | Saves: Magic-User • Arcana: Gain access to magic spells and cantrips. • School: Opt for Wizardry, Witchcraft, Necromancy or Illusion. Ranger (Fighter/Rogue): HD: d8 | Saves: Fighter • Woodsman: 2 skillpoints to invest at lv. 1 and +1 every level thereafter. Limited to: Bushcraft, Acrobatics, Languages, Medicine, Search and Stealth. • Survivor: AB increases +1 every odd level. • Combat Feat option. Rogue: HD: d8 | Saves: Specialist • Skillful: 4 Skillpoints to invest at lv. 1 and +2 every level thereafter. Investing in skills can build archetypes, such as Thief, Spy, Trapmaster, Assassin, etc. • Lucky: Once a day, a Rogue can call upon Lady Luck to aid any dice roll. Roll 1d4. Trickster (Rogue/Illusionist): HD: d6 | Saves: Magic-User • Skills: +2 skillpoints to distribute at lv. 1 and +1 every level thereafter. • Arcana: Tricksters know one cantrip at level-1 and gain Illusionist spells starting at level-2, albeit at a much slower and limited rate.

New skills include: • Arcana: Identify magic items, use a magic scroll without “Read Magic.”

HOUSERULES Characters: • Starting HP: all level-1 characters begin with their HD’s maximum possible health plus any Constitution modifiers. • Starting Items: Players begin with 1) a melee and ranged weapon and 2) padded or leather armor (players may opt to stay unarmored). Anything else must be bought with 3d6 x 10 in sp (or gp if using gold standard). • Resting: A short rest (1 hr) eating a ration restores level + 1 HP. A long rest (6+ hours; usually overnight camping) restores a characters HD Roll x level in HP and restores expended spell slots. Referees should limit either rest to once a day. • Death: Characters pass out at 0 HP. They begin bleeding out at -1. At -3 they will die in 1 Turn (10 Rounds) unless tended to. Death occurs at -5. Players may roll a Poison save to avoid death and stabilize at bleeding out at -2 HP.

• Acrobatics: Replaces (but includes) Climbing. Daredevil acts of Balance, Climbing, Jumping, Tumbling, etc. Modified by Dexterity (to a minimum of 1.) • Speechcraft: Persuade, Intimidate, Deceive. This skill is modified by Charisma (to a minimum of 1.) Headstrong and steadfast NPCs may apply a penalty (1 to 4) to this skill roll as per Referee decision. • Medicine: When using a medkit or other non-magical healing, this multiplies the HD healing roll result (to a maximum of x6). Also used for identifying maladies and their respective cures.

Experience: • All classes follow the same leveling progression. 5e XP is recommended for ‘major XP for encounters’ gameplay, whereas LotFP XP keeps the older ‘major xp for treasure’ values:

Combat: • AC: Unarmored is now (11), Followed by Padded (12), Hide/Leather (13), Studded Leather (14), Chain Mail (15), Scale Mail (16), Full-Plate Mail (18).

5e XP Advancement

LotFP XP Advancement

1. 0

1. 0

2. 300

2. 2,000

• Attack Bonus: Aside from Fighters and Rangers (who increase at a faster rate), all other classes gain an additional +1 to their Base Attack Bonus every 3rd level (3, 6, 9, 12 etc).

3. 900

3. 4,000

4. 2,700

4. 8,000

5. 6,500

5. 16,000

6. 14,000

6. 32,000

7. 23,000

7. 64,000

8. 34,000

8. 128,000

9. 48,000

9. 256,000

10. 64,000

10. 384,000

11. 85,000

11. 512,000

12. 100,000

12. 640,000

13. 120,000

13. +128,000/lv

• Dual-Wielding: Two-Weapon attacks may be made with a -2 penalty to the main hand and a -4 to the offhand. Both attack rolls are made separate. • Shield-Splinter: Any shield carrying character may opt to negate all HP damage from a single attack by having their shield splinter and break. • Combat Feats. Barbarians, Fighters and Rangers may attempt combat feats such as disarming, called shots, or knocking prone. Announce intent and roll to attack along with the appropriate Feat die: If the attack is successful and the Feat Die rolls a 5 or higher, the attempt is a success. A successful d20 attack with a Feat Die roll under 5 is a failure in plan, though weapon damage is rendered as usual (if applicable.) A failed attack, regardless of the Feat Die, typically results in a problematic setback or predicament. Feat Die Per Level: ¤ 1-3: d6

¤ 4-6: d8

¤ 7-9: d10

¤ 10+: d12

Items: • Rations: 5 rations fill one encumbrance slot. • Torches: 3 torches fill one encumbrance slot. • Ammo: Ammo uses ‘Usage Dice’ starting with a d20. A roll of 1-2 lowers quantity to the next dice (d12) until fully expended on a d4 roll of 1-2. • Medkits: Cost 20sp/gp each and restore a patients HD x users Medicine skill in HP. Takes a full Turn to apply and the medkit is expended. • Misc: Ammo and coin do not factor into encumbrance.

Skills: • Skill Mastery: Any skill at 6-in-6 rolls 2d6 with a failure on snake-eyes. • Skill Disadvantages: Acrobatics, Sleight of Hand, Stealth and Tinkering are performed with a penalty equal to the player’s encumbrance level when above Unencumbered (0-1). These skills cannot be performed in Full-Plate Mail.

Spellcasting: • Prepared spells may be freely used once a day, as per usual. Any attempt to use a spell again requires a roll of d20 + INT (WIS for Clerics and Druids) over 11 + Spell Level. A failure means the spell is fully lost for the day and the spell misfires (Refer to DCC). Success grants another use. • Cantrips (0-level spells) may be used freely by any spell casting class. “Read Magic” is now a free cantrip all Magic-Users have in addition to their known cantrips (non-magic characters use the Arcana skill.) • Magic-Users, Clerics, Druids and Tricksters may not be more than Lightly Encumbered to cast magic. Magic-Users and Tricksters must have two free hands (or a staff ); Clerics/Druids require a holy symbol or sprig in hand. • Magic-Users, Druids and Clerics follow this spell progression: 2 p

3 e

4 l

5 l

6 s

7 l

8 o

9 t

• Tricksters follow this spell progression: Lv.

Cantrips Known

Max Spell Level

1 s

1

1

2

2 p

3 e

4 l

5 l

1

1

1

3

1

1

2

4

2

2

2

1

5

2

2

2

1

6

2

3

2

2

1

7

2

3

2

2

1

8

2

4

2

2

2

1

9

2

4

2

2

2

1

10

3

5

2

2

2

2

1

6 s

Lv.

Cantrips Known

Max Spell Level

1 s

1

3

1

2

11

3

5

2

2

2

2

1

2

3

1

3

12

3

6

2

2

2

2

1

1

3

3

2

4

2

13

3

6

2

2

2

2

1

1

4

4

2

4

3

14

3

6

2

2

2

2

2

1

5

4

3

4

3

2

15

3

6

2

2

2

2

2

1

6

4

3

4

3

3

16

3

6

2

2

2

2

3

1

7

4

4

4

3

3

1

17

3

6

2

2

2

2

3

1

8

4

4

4

3

3

2

18

3

6

2

2

2

2

3

1

9

4

5

4

3

3

3

1

19

3

6

2

2

2

2

3

2

10

5

5

4

3

3

3

2

20

3

6

2

2

2

2

3

2

11

5

6

4

3

3

3

2

1

12

5

6

4

3

3

3

2

1

13

5

7

4

3

3

3

2

1

1

14

5

7

4

3

3

3

2

1

1

15

5

8

4

3

3

3

2

1

1

1

16

5

8

4

3

3

3

2

1

1

1

17

5

9

4

3

3

3

2

1

1

1

1

18

5

9

4

3

3

3

3

1

1

1

1

19

5

9

4

3

3

3

3

2

1

1

1

20

5

9

4

3

3

3

3

2

2

1

1

Spell Lists: Illusionist/Trickster Necromancer Druid Cantrips & Orisons Spells & Cantrips for Clerics, Druids and Wizards Witch

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