Showing posts with label cleric. Show all posts
Showing posts with label cleric. Show all posts

Saturday, 31 August 2019

Making Magic: Redux


While my previous Wizard Downtime rules worked well enough, in the new post-apocalyptic paradigm I've been speeding up the ol' timeline so we'll get multiple years in-game per year of real time.
This is the exact opposite of a lot of games where you'll play for years and the characters only experience a few months of hooning around killing things.

Hence the very important rejigging of Downtime mechanics to taking place in units of weeks and months rather than days. Spend a month off and you'll get 4 weeks of downtime to be used at your leisure. More on that when I've rejigged the rest of the Downtime rules. For now, magic!




Chaotic Casters

I've spiced this up a bit with some new mechanics, and some juicier potion-making rules that focus on replicating found potions or generating random potions until you get one you like.



Activity
Time Taken
Cost/Spell Level
Copy Spell to Spellbook
1 Week
30 obols
Research Existing Spell
2 Weeks
150 obols
Create New Spell
4 Weeks
300 obols
Potions
1 Week
150 obols
Scrolls
1 Week
300 obols


Basic Gimmick
You're rolling up to three dice, with the size of each die based on the following factors:

Care: Roll 1d6. Improve by taking more time. +1 die size per extra week taken.
Quality: Roll 1d6. Improve by paying for higher quality materials. +1 die size per 100 obols.
Knowledge: If you have access to a library, roll 1d6. Adjust die size by Intelligence Modifier.

ie. Joe Average the Wizard has access to a library and isn't bothering to spend extra time. He rolls 3d6.
Smarto Richpants the Mage is in a town with no library but pays 300 obols for premium materials, and he's got a +3 Int Mod. He rolls 1d6+1d12 since the Quality is higher but without a library he can't put his superior intellect to use.

Roll and look up the result on the relevant table.


Spells
Add a spell to your spellbook, whether that's via copying a spell you have to hand, researching a spell that already exists in the game, or creating a whole new one.


  Roll
  Result
13<
  Success! The Spell is now safely in your Spellbook.
9-12
  Slippery. Roll one less d6 when casting this Spell spontaneously.
5-8
  Seditious. Casting this spell simultaneously releases a Chaos Burst.
4>
  Sentient. The Spell becomes intelligent, taking the form of a Familiar of its choice. 
  Your maximum Mana is permanently reduced by 1. 


Potions
Copy a potion you have to hand, or create a random potion.


  Roll
  Result
13<
  Success! The Potion is complete!
9-12
  Spoilage. Potion will expire at the end of the next month.
5-8
  Soured. Drinking this potion deals 1d6 damage in addition to its effects.
4>
  Explosive! It goes terribly wrong! Take 1d6 damage to each ability score.


Scrolls
Copy a spell you have to hand into a Scroll. Anybody can use a Scroll, but most classes require an Arcana roll to use it.
If an appropriate caster identifies a Scroll with an Arcana roll (or the Identify spell), they Decipher it and don't have to use Arcana to cast it.


  Roll
  Result
13<
  Success! The Scroll is complete! It can be used once before it crumbles to dust.
9-12
  Overcomplicated. Scroll can only be used if Deciphered by an appropriate caster.
5-8
  Indecipherable. Scroll cannot be Deciphered, so must be cast with an Arcana roll.
4>
  Illegible. Scroll is Indecipherable and casts a random spell when used.



MY POTIONS ARE TOO MUCH FOR A BEAST, LET ALONE A MAN!


Clerics

Over half the current party are Clerics, to my delight. They're very very powerful and have some fun gimmicks.
A potential issue with the well-received new Cleric rules is that Clerics lost a few of their more powerful high level spells - namely Cure Disease and Remove Curse - so these are Downtime things now. Honestly it fits better this way - Curing Disease with a snap of the fingers is a little boring.



Activity
Time Taken
Cost
Bless Holy Water
1 Week
Free
Hasten Recovery
1 Week
100 obols
Treat Disease
2 Weeks
200 obols
Transfer Curse
2 Weeks
500 obols
Sanctify Church
4 Weeks
1000 obols


Bless Holy Water
Gain 1 vial of Holy Water per level.
Holy Water burns unholy creatures like undead, demons and elves for 1d8 damage.
Holy Water can be stacked 5 to an encumbrance slot.

Hasten Recovery
Miraculously increase the recovery speed of a person suffering from a lingering injury.
Each Hasten Recovery ritual reduces their recovery time by one week.

Treat Disease
Alleviate the symptoms and halt the progression of all diseases afflicting a person.
At the end of the ritual they may make a Save vs Law against each disease afflicting them, curing that disease on success.

Transfer Curse
Remove a curse from a person and place it into another vessel. The vessel can be any object, living or inanimate, but it must be present for the entirety of the ritual.
If the vessel is a willing person the transfer is automatic. Else the afflicted must pass a Save vs Law to successfully transfer the curse.
If the cursed vessel is ever killed or broken, the curse moves to the one who destroyed it.

Sanctify Church
Consecrate a building or structure to become a Church of your faith.
Churches are consecrated ground and painful for wholly Chaotic beings like demons, elves and undead to enter. Such creatures cannot use their supernatural powers within the area, and corpses in the area cannot be animated.
The sanctification lasts as long as the structure is used as a place of worship, or until the Church is desecrated by destroying the altar.




Discussion

Wizards

Spells
Some mild changes here on top of the timings, most interestingly - the potential to create a sentient spell! Extremely rare if you've got access to a library, but out in the woods with the hedge witches I suppose these things must be more common...
The other downsides are to make it more in-line with the new Mana rules for wizards.

Potions
I don't have enough opportunities to give players random potions, so here's a way for players to brew their own!
Rather than something boring like "brew a single-target spell you know into a potion", this now creates a random potion, or lets you clone a potion you already have. Much improved!

Scrolls
Deciphering is a bit messy. Basically any class can use any scroll with an Arcana roll. To allow MUs to use MU scrolls and Necros to use Necro scrolls without risk, successfully identifying a scroll means you can cast it without risk if it's on-type for your magic.
Full text for identifying scrolls and wands -
Roll Arcana. On success, you identify the spell. 
You also Decipher it if your character class can cast it. You can use Deciphered Spellbooks normally, and cast from Deciphered scrolls as an Action.


Clerics

Holy Water
Clerics can create holy water for free now! Good for fighting demons and elves and undead, so on-brand for Clerics.

Hasten Recovery
With the new Cleric comes the loss of classic Cure spells in favour of a healing pool mechanic. This does mean that there's no Cure Critical Wounds to heal a broken arm or something, so we've got this activity instead.
A team of Clerics healing one person seems pretty Christ-like. Maybe the disciples were Clerics too?

Treat Disease
A classic Cleric job, but in downtime form. Not much more to say really.

Transfer Curse
I never liked that Clerics could just cure a curse. Curses are fun!
So now there's this, which means a curse must be transferred to some other vessel.
The classic Levitican trick of a Scapegoat will totally work though!

Sanctify Church
A fun one because my campaign is going to have a through-thread of spreading across the world and repopulating it, chiefly by settling new towns in the horrible poisoned wastes. New towns need new churches, and this is how to make them!

Sunday, 21 April 2019

Cleric Rework - Miracles, Holy War, and You

We killed the spell slots.
Time to kill the spells!


Main Deal

The core of this Cleric class is fundamentally the same as the Generic Cleric from the previous post.
The main change is the removal of the standard Cleric Spell List in favour of three unique Miracles by Religion.
Replacing the whole Cleric spell list with a smaller group of unique Miracles means they can be powerful and thematic.
A minor addition is the Sect Bonus - allowing any character class (including the Cleric) to gain a benefit from their Religion.

Also conveniently it's Easter Sunday today. I didn't intend to time it like this, but it's good timing for Cleric mechanics!



Core Cleric

Core: HD, Saves, Experience per level, etc of a normal Cleric.

Lay on Hands: Heal the wounded by drawing points from your Healing Pool.
Each dawn, roll 1d6 per level + Wis Mod. This is your Healing Pool for the day.
As an action, you can draw points from the Healing Pool to heal as much HP to a touched target.

Religions: You belong to one of several different religious sects. Each Religion has a unique set of Miracles that you can cast, Observances to follow, and a relationship with other faiths.
See Religions below.

Faith: You cast Miracles through Faith.
Your Faith total will change as you cast Miracles and trigger Observances.
At dawn each day, roll 2d6 + level + Wis Mod. This is your starting Faith total for the day.

Miracles: Each Religion has 3 unique Miracles.
Calling forth a Miracle is a normal Action - the Miracle is cast instantaneously.
After you call forth a Miracle, 2d6 and attempt to roll equal to or less than your current Faith total.
  • Success: Your Faith total is set to either the result of the roll or your Cleric level, whichever is higher.
  • Failure: Your Faith total drops to zero, and you can no longer call forth Miracles until your Faith resets at dawn.
Observances: Each Observance is an act that will cause you to gain or lose Faith.
Observances can be triggered once each. After you call forth a Miracle, this resets so you can be affected by each Observance again.

Lead Prayer: As a true Cleric, your passion and truth outshine petty sectarian divides.
When you deliver a Sermon everyone in the congregation unlocks their Sect Bonus, no matter their faith.




Religions

There are many Religions.
They slot into the core Cleric to basically create a bunch of sub-classes.
If you don't want to choose an established Religion, you can work with the DM to create your own.

Each Religion comes with three unique Miracles.
Each Religion comes with a set of unique Observances.
Each Religion grants a unique Sect Bonus.

Miracles are the equivalent of Cleric spells.
Observances make you gain or lose Faith.
Sect Bonus is a permanent perk - explained later to keep this tight.

Here are some examples from my game so you see what I'm on about.
We recently went post-apocalyptic so they're all apocalypse cults.


Hyperchurch of Powerlad

What's their deal?
Lightning, Hammers and Heroism - live up to POWERLAD's example.

Miracles:
  • Sacrifice: Sacrifice your HP to grant it to someone within 50’.
    Plasma-globe lightning connects you, dealing the same amount of Lightning damage to creatures in between (they get a Save vs Blast to avoid).
  • Storm Hammer: You grow huge and buff (+4 Strength Mod). Lightning crackles as a great weapon - the God-Hammer - appears in your hands.
    It deals 1d10 Lightning damage (1d12 with Sect Bonus) and lasts 1 round/level.
  • Storm Shell: Create an electrical barrier against weather effects and airborne particulates. Crossing the barrier deals 1d6 Lightning damage. Lasts 10 minutes/level or until you dispel it.

Observances:

Sect Bonus:
Hammerfall: Hammers you wield deal +2 against all armour types and boost damage die by one size.




Forebearers

What's their deal?
Survive and repopulate the post-apocalyptic world.

Miracles:
  • Abjure Poison: Grant touched target immunity to poisons, toxins, and drugs - even Omnipoison.
    Lasts 1 Turn/level.
  • Forecast: Gain divine knowledge of the current weather systems. See Weather Chart and where the weather is right now. If you wish, also trigger an immediate weather change.
    *This one will make more sense when I've tested my Hexcrawl rules better. Based on this.
  • Enhance Vigour: Prepare a person for the great work of repopulation!
    Touched target is cured of all Disease and become extremely virile/fertile until the next dawn.

Observances:


Sect Bonus:
Endurance: -1 Encumbrance level, minimum zero. Always run at unencumbered speed during a Chase.



Faithless

What's their deal?
Fuck Gods. Burn Heaven. Why worship beings who couldn't stop the end of the world?

Miracles:
  • Silence of God: Reduce target Cleric’s Faith to zero. 50’ range.
  • Abjure Religion: Grant immunity to Lawful magic to everyone within 50’. Lasts 1 round/level.
  • Debate Me!: You and a target within 50' are transported to a pale infinite plane of Law. You are a blinding white soul, they are white, grey or black depending on Alignment.
    You understand each other's needs and drives and if you speak the same language you can communicate.
    You can try to change their mind or compel an action, and if you do so they get a Save vs Law to resist.
    When you return to the world you have only been gone a brief moment.

Observances:

Sect Bonus:
Shatter Faith: +4 to Saves vs Law. At will, cancel the Sect Bonus of everyone within 20’ - even your own and other Faithless.

Yes, there is a "no religion" religion. Is "no religion" a type of religion? Is bald a type of hairstyle? Who can say but God himself?






Tolerance and Apostasy

Different religions have different stances towards each other. Classic. 
Bring holy war into your game with this one neat trick!

While all Religions believe themselves to be the most true, they may put up with other Religions whose beliefs are relatively compatible.
Of course, some Religions are straight up heretical. These Apostate Religions must be shunned.
The most obvious thing is the social impact.
You get a +2 to Reaction Rolls with people of your own religion, and -2 to Reaction Rolls with those who hold your faith to be Apostate.
It's no use trying to hide your faith, people can Just Tell.

The other impact is in Sermons (see below).
Sermons are more effective if you're in a congregation made up of your own Faith, listening to a preacher who is at least Tolerated by your religion.
Sermons are less effective if you're in a congregation made up of filthy Apostates.

Tolerance and Apostasy is not necessarily mirrored, which is fun. You might tolerate someone's faith, but they think yours is complete heresy.

You don't have to do this, but I made a grid for my ones!
There's fluff reasons for everything. eg. the Sinners hold the Enlightened as apostate because their gods clearly left them to die on this poisoned earth, while the Enlightened tolerate the Sinners in turn because their gods clearly saved the Sinners for some greater purpose.

Generally, each Religion holds two as Apostate. Equality, kinda.







Sect Bonus

Religion isn't just for Clerics! If you participate in a Sermon, you too can unlock a special faith ability called a Sect Bonus.
The ability itself is unique per Religion, see examples above.

Sermon:
Every ten minutes of preaching, the preacher and everybody in the congregation rolls a Save vs Law.
If the preacher is from your own or a Tolerated faith, +1 per member of your faith in the congregation.
If there are any members of an Apostate faith in the congregation, -1 per Apostate present.
Passing the Save means you unlock your Sect Bonus.

Sect Bonus:
Once it's unlocked, you retain your Sect Bonus indefinitely.
You lose your Sect bonus if you wield Chaotic magic. This includes casting a spell, using a magic item, or gaining a buff from a Chaotic source.

Lead Prayer:
If a Cleric is leading the Sermon, everyone in the congregation passes their Save automatically.
A party with a Cleric is almost always going to keep that buff... and almost certainly have to listen to a lot of preaching.







Discussion

So this is much more of a departure from the standard Cleric, but seeing as my current group has 3 Clerics right now they've had a bit of playtesting! What a treat!


Bespoke Miracles:
My main takeaway is that it's real fun and they're very powerful. Constraining Clerics to a smaller set of powerful spells means they're more likely to use them, and use them in interesting ways.
The most obvious effect is, of course, that Clerics of different religions feel very different. 

The heroic Hyperchurch Clerics - combat oriented - are very powerful in combat, and even more powerful in combination.
The stoner UFO cult Cleric has been going around abducting enemies and, notably, caused a deadly combat to chill out for long enough for people to escape to safety.

Great fun.


Observances:

In a similar way, the different Observances have made the various Clerics feel unique. The stoner Cleric keeps toking up between miracles, while the Hyperchurch Clerics are always on the look out for people to romance and keep taking their tops off in storms.
And since all Clerics need to give a Sermon to boost their Faith, they're preaching all over the place.
Good times!


Altered Miracle Mechanic:

Getting rid of the spell list means getting rid of spell levels!
Cleric Faith starts at 2d6+level+Wis Mod, with all Miracle Rolls on 2d6.
This means a level 1 Cleric of average Wisdom will start a day with around 8 Faith. That's at least one Miracle, with good odds on another. Especially if you follow your Observances.

A level 7 Cleric with the same Wisdom will be more like 14 Faith at dawn, guaranteed second Miracle! And more importantly - since your Faith resets to the higher of the Miracle roll or your level, a successful roll leaves them with at least 7 Faith after each Miracle. Good odds for chaining many together in the same day.

Something to note is that I'm assuming a de facto level cap of Level 7, so this is a comfortable balance. If you've got Clerics going beyond level 12 they'll essentially have infinite Miracles.
I'm fine with that personally, but it's something to keep in mind if you're the sort of person who doesn't start new characters off at level 1.


Sermons:

I'm pretty jazzed about Sermons and the Sect Bonus.
Since there are Clerics in the party, everyone's constantly boosted by their Religion - perfect!

We haven't experienced the other side of the coin yet - a Sermon by a lay priest.
The intention is to make a mono-religious party gain easy access to their Sect Bonus, and make it mechanically advantageous to shun apostates (or at the very least, make them leave the room).
We'll see how that pans out!

Sermons are required because I think the idea of pausing a dungeon delve for a spot of preaching is funny - especially since they'll have to do it more often if the Wizards keep casting spells and want their boost back.



If you want to see what I've got for my game:
Religion Pamphlet here.
Religion Spreadsheet here.


Thursday, 28 March 2019

Cleric Rework - Fuck Spell-Slots Get Miracles

Clerics are weird. This is known.

They're basically just religious wizards with a thematic spell list and a heal-bot reputation. Most of the time they're there to heal and maybe occasionally use a more interesting spell like Command.
I've never been quite happy with them, but adding a bunch of spells per religious denomination helped a little.

This is taking it a step further. Fuck the spell list. Fuck spells per day. You're not a wizard, you're a warrior-priest! Let's get faithful!






(This is part one. Part two can be found here!)

Generic Cleric

A standard Cleric.
Should hopefully be easy to add/swap into whatever you're running with minimal fuss.

Core: HD, Saves, Experience per level, etc of a normal Cleric.

Lay on Hands: Heal the wounded by drawing points from your Healing Pool.
Each dawn, roll 1d6 per level + Wis Mod. This is your Healing Pool for the day.
As an action, you can draw points from the Healing Pool to heal as much HP to a touched target.

Faith: You cast Miracles through Faith.
Your Faith total will change as you cast Miracles and trigger Observances.
At dawn each day, roll 1d6 per level + Wis Mod. This is your starting Faith total for the day.

Miracles: All Cleric spells are called Miracles now.
Healing spells like the Cure family no longer heal HP, but can still be used to cure paralysis or mend broken bones or whatever else they can already do instead.
You can cast any Miracle that would have access to at your level (eg. a 5th level Cleric has access to 1st, 2nd and 3rd level Miracles).

Calling a Miracle: Calling forth a Miracle is a normal Action - the Miracle is cast instantaneously.
After you call forth a Miracle, roll 1d6 per spell level and attempt to roll equal to or less than your current Faith total.
  • Success: Your Faith total is set to either the result of the roll or your Cleric level, whichever is higher.
  • Failure: Your Faith total drops to zero, and you can no longer call forth Miracles until your Faith resets at dawn.
Observances: Each Observance is an act that will cause you to gain or lose Faith.
Observances can be triggered once each. When you make a successful Miracle roll, this resets so you can be affected by each Observance again.













Discussion

So that's the Generic Cleric.
I've got special stuff for different religions (which is the stuff I'm most stoked about) but I cut it down to one standard Cleric to really show what I'm going for here:

- Retain status as the Healer class.
- Encourage use of non-Cure spells.
- Reward Clerics for following their religion.


Healbot Reputation

In my game to date, Clerics would often avoid using a more interesting spell because they didn't want to waste a potential Cure Light Wounds.
This was alleviated slightly by giving them a Denomination Spell, but not by much.

Honestly a Healer class is a solid niche, I can't fault it from a gameplay standpoint. It's just that sometimes it feels like that's all a Cleric is.
Plus there's the social impact - "wasting" your last spell of the day on Command or Detect Evil is sure to get you moaned at by the rest of the party when someone gets shanked in the lung.
So why not just make healing a separate ability to spellcasting?
Everyone gets heals, the Cleric gets to use cooler spells, it works!


Miracle Mechanic

This is the core of Cleric spellcasting now. Note that there's no possibility of failing to cast the Miracle - it always goes off regardless of the Faith roll.
This goes back a ways to the idea that Clerics are reliable.
There might be a possibility that this Miracle is your last one of the day, but there's no question whether you can cast it. This is also why it's a normal action instead of a full round of spellcasting - you can't be interrupted.

You may notice it's a little janky in regards to starting Faith (1d6/Cleric level) and rolling when you cast a Miracle (1d6/spell level). Yes, even if you have a million starting Faith, a single level 1 Miracle will set your new Faith total to 1-6.

This is because the "real" version is slightly different (coming sooooon....?).
But then, as is, this version of the Cleric is encouraged to start off the day using higher level spells (while they still have high Faith) and work their way down to the lesser spells as their Faith total declines.
You could justify this thematically though. You don't hear about Jesus throwing out a few Commands before he whips out a big Cure Disease or Create Food and Water.

Also a level 6 Cleric can cast infinite Level 1 Cleric spells, since minimum Faith on a successful roll is your Cleric level.
It sorta works - in my game the maximum level soft caps at around level 7, so why shouldn't a high level Cleric be allowed to throw around as many Commands and Detect Evils as they like?


Keep the Faith

Observances are the fun one, cribbed from the Dragon Worship rules which I cribbed originally from Perdition.
The intention is that a Cleric can cast a Miracle, get a new Faith total, then farm it back up with Observances in order to ensure they succeed at their next Miracle roll.
This means a Cleric who's careful with their Miracles and devout in their faith is unlikely to run out of spells per day.

On the other hand, if you spam Miracles you don't have a chance to build up more Faith in between times, so you'll likely run out sooner.
Worse, if you're a taboo-breaking Cleric who triggers the negative Observances, you'll lose Faith and likely run out of Miracles even sooner.

D&D has always had the much-maligned and debated Paladin falling mechanic, so this is a soft version of that. Plus it's codified so you can't get fucked over by a DM who pits Paladins against the trolley problem.




Less Generic Cleric

But James! I hear you cry. This is a bit shit! Those Observances only work for a generic psuedo-judeo-christian paladin-type Cleric! What if my deity is the God of the Woods? Or the Moon? Or the Turbo Dragon Jesus?

It's a simple fix my friend.
If you have any special Cleric spells per religion, add them into the Cleric's spell list.
Then simply change the Observances to fit the Cleric's deity - working with the player if you want to be nice and collaborative.

Here's my guideline for new Observances:

Positive:
+1: Preaching.
+1: Specific healing
+1: An easy act that can be completed anywhere.
+1: A slightly less easy act that can be completed anywhere.
+1: A situational act you have to seek out.
+1: Visiting a devotional location.

Negative:
-1: An easily avoided act.
-1: A harder to avoid act.
-1: Harming a follower of your own or a related religion.
-2: Inverse of theme - the opposite of what your deity is about


And some examples, which may make more sense with an ensuing post:


Cleric of POWERLAD
 

Drug Cult Cleric


Edgy Atheist Cleric
Further reading:Miracles, Holy War and You!

Wednesday, 7 March 2018

House Rules Update! 2018 edition

Another year, another metamorphosis!


PDF here


The main impetus this time around is basically to trim off as much fat and fiddly bits as possible, especially in the combat rules. If there's something in the rules that never gets used or I always forget about, it's gone.
It's become increasingly obvious that the Gambit is the only combat option anyone really needs. It's simple, has an obvious risk-reward angle, and has the exciting partial success possibility.
I've trimmed off anything that's not covered by a Gambit and simplified the rest.

The other thing is that Sneak Attack has always been a sticking point in the game. It's a weird outlier in terms of how skills work and is useless without a high Stealth to back it up.
Probably the biggest change in this update is reworking Sneak Attack and Stealth so they're not so tightly linked. Sneak Attack has been reworked into Backstab which is primarily for ganging up on the same enemy, but also still effective for traditional shanks from the shadows.
I'll go into it more when I get to that section below.

On the less rules-tweak side of things, I've added a few more bits to make the rules a bit more standalone, like putting basics about HP and AC and stats in the doc. It's not exactly a Ten Foot Polemic standalone game (yet?), but it's in here so you don't have to cross-reference with the LotFP rulebook so much. This is important if you are, for instance, one of my own players trying to use my rules to run your own session.

I've pulled out the relevant sections of the rules for ease of use, but do feel free to follow along in the house rules document.
So here we go, a change log with explanations and stuff as we go.



Char Gen

- Removed Ammo Dice
Ammunition isn't tracked unless something happens to make ammo tracking important.


I'll talk about this here - the death of the Ammo Die.
Oh wow the site I originally got it from seems to be dead! My house rules are old!
Archive copy of the ammo die post here.
Anyway, the idea behind the cascading Ammo Die made its way into the Black Hack as the Usage Die. Seemed like a great way to track arrows etc in the abstract, but man I can't remember the last time someone fired enough arrows for it to matter. When the bulk of the game is dungeons and firing into melee is dangerous, you just don't fire that many arrows.
I've left the door open for resource management if people are in the middle of a desert or something, but in the main we're not going to be tracking ammo any more.


The Basic Basics

- Added this whole section


 Just making things a bit more clear because there are some minor changes from LotFP.
Most notably, making it clear that HP is your luck-shield not your life points per se.
Also, Surprised AC in the LotFP rulebook is surprisingly hard to find, so that's here now.
Armour rules also gathered into one place, which means there's a teaser for the new sword rules in here too.

Stats

- Added this whole section



Explanation of stats because it's subtly different from LotFP, mostly by accident over time.
Clearly the lore/reasoning is more or less transposed directly from the LotFP rulebook.
Most importantly - something I never realised was that Int/Wis were supposed to influence the Saves of people targeted by Magic-User/Cleric spells! I've never done that, so it's gone. In its place is being a better caster via recovered from Interrupted Casting and Spell Swaps. Works for me.
Oh and did you know that Charisma doesn't affect Reaction Rolls by the LotFP rules? I sure didn't! So that's called out as affecting Reaction Rolls now.




Hazards

- Moved Falling here
- Added Fire rules for ease of reference
- Added Drowning


Original falling rules make falls very dangerous, and means anything that makes your fall count as 10' less could potentially save you from massive amounts of damage.
Fire rules in LotFP are nice. I like them, but added a few extra bits from rulings we've had in the past.
Drowning has claimed the life of several adventurers in my game, would you believe. The ruling at the time turned out to be surprisingly functional - 5 rounds of activity (+/- Con) before you start taking damage.


---

Rations

- Added temporary shelter ruling


All the same as before, except that it's possible to set up a makeshift shelter in the wilderness if you spend a day and roll Bushcraft.
Requiring a tent and rations to heal quickly in the wilderness works well, but what do you do if you forgot to buy a tent and/or your tent got destroyed by an angry bear?
You can build a semi-permanent shelter in the wilderness with a day and a successful Bushcraft roll.
Tents are a shortcut that you can pack up and move easily every day, so they're much better for travel than spending a day scratch-building a shelter every time someone needs to heal quickly.


Magical Healing

- Tweaks to Cleric spells that deal with poison


This has been in the poison rules post for a couple years now, but this is the first time I've stuck it in the house rules doc.
Delay Poison means you'll likely have processed the poison before it kills you.
Neutralise Poison... neutralises poison.


---


Basic Combat

- Added Magic to this section


This is in the Classes section too, but it really should have been here all along.
Declare casting at the start of the round, you need to be protected until it goes off at the end of the round. Standard in my game since forever.


Fancy Combat Options

- Removed Bumrush
- Removed gimmicky Parry rules, rolled Disengage into Parry
- Replaced Sneak Attack with Backstab
- Added Evade
- Clarified Wrestling
- Moved setting spears to Reach weapon section




Here we go! Some big changes.

Bumrush/Charge is easily a gambit. I'm surprised it lasted so long really.
Parry and Disengage were two similarly defensive but separate actions before. Now Parry is just the overall defensive "please don't hurt me" action, boosting AC and avoiding Opportunity Attacks.

The new Backstab will come up lots more. It's primarily a bonus for flanking enemies now, with a secondary use for killing surprised enemies. Flanking is a 5e-style thing, multiple people attacking one target in melee. Optimally you'll have a tank distracting the enemy while you come in with the Backstab. Conveniently this can be used to make pack-hunting enemies more dangerous by giving them good Backstab scores.

Evade appeared in this skills post as "Combat Stealth" but it's in the house rules now. Takes an action and a successful skill roll, so only useful if you have reliable Stealth.
Great for setting up a Backstab since it gives you +4 to hit and they can't target you on their next turn, guaranteeing Flanking.

Together, Aim, Evade and Parry form a sort of combat boost trifecta.
Aim is use an action, boost ranged attack.
Evade is use an action, boost melee attack.
Parry is use an action, boost AC.
Maybe the almighty Gambit will eat them all next time round, but I like the balance for now.

Wrestling is great. Adding some clarity for multiple wrestlers, and how wrestling rolls happen on both sides of the round.
+/- 1000 for natural 1s and 20s is for the silliness of it, but also neatly describes "a natural 20 automatically wins a wrestle, unless both people roll a natural 20 in which case it's still down to modifiers".

Spears in a bit.

Melee Weapon Types

- Choppy weapons changed: deal improved damage die against light armour or less
- Stabby weapons changed: +1 to melee AC and +1 to melee attack bonus



I still enjoy differentiating the weapons like this, even if it bumps up the complexity a little. With a general lack of magical weapons in a low magic game, weapon choice takes up some of the slack.
They used to trigger effects depending on whether you rolled evens or won initiative or whatever, but that's really too fiddly and complicated. It might maybe be fine if you're a player, but for poor old me rolling for a bunch of enemies at once that's too much overhead.

So now this should all be much easier for someone rolling a bunch of dice at once, and hopefully easier for the players.

Choppy axes deal improved die of damage against low armour targets. This means a greataxe vs a generic peasant rolls 1d12!
Smashy hammers are the same as before, piercing high armour targets.
Stabby swords are a straightforward upgrade against any target. +1 to hit, +1 to melee AC. Pair with a shield and you've got +2 AC against both melee and ranged attacks. Heavy armour, sword, and shield gives you a tip top 20 AC which is the effective maximum.
I might rename "Stabby" to "Versatile" to make it clear that they're good for offense and defence, but I'm keeping it for now.
Shanky is unchanged, deal bonus damage in a Wrestle if your roll beats their AC. Knife fights get messy.
Whippy is also unchanged. Ranged wrestle.

Noted here too: the Fighter gets extra bonuses on top of these. They're better than anyone else with any weapon, which is as it should be I think.


Melee Weapon Options

- Reach Weapons allow you to make an Opportunity Attack against enemies moving into melee.


Not actually a change, just not highlighted like this before. Was previously under the overcomplicated Parry action.
Opportunity Attack against approaching enemies makes the spear a superior defensive weapon, and good for defending your friends.

Also interacts with the new disengaging Parry. You can close in on a spear wielder by using Parry to avoid the Opportunity Attack, at the expense of not being able to attack them when you get in close enough.
Dropping Charge/Bumrush means that I can just drop setting spears against a charge. Spears are set against anything moving into range automatically, but no bonus to damage.



Ranged Weapon Options

- Firearms are all counted as flintlocks now.
- Rifled barrel improves Aim, instead of making up for range penalties
- Firearms ignore all armour at close range (all ranges for musket)


In a game where all of the various weapons have been cut down to several damage categories, it's a wonder I stuck with the Matchlock/Wheellock/Flintlock thing for so long. Who cares?
Everything is now counted as a flintlock, and if you want to have a rad wheellock on your pistol I'm not going to penalise you for it.

Range penalties literally never come up. I'm not going to measure ranges, and most if not all combat in this game is at short enough range that you don't need to worry about it.
Getting a rifled barrel means you double the Aim bonus to a big +8, at the expense of doubled reload time on a firearm you'd never manage to use more than once a fight anyway.
Finally, a reason to buy an Arquebus over a Pistol.
This should be an improvement even if you do measure ranges, since the Aim bonus makes up for the range penalties. Get your snipe on.
I was also doing the by-the-book firearms thing where guns pierce 5 points of AC, but piercing all armour is easier to adjudicate even if it's not entirely realistic.



Death and Dismemberment

- Updated for the modern era




This is all in pamphlet form now. Go see that post for an explanation of my game's most fiddly subsystem.
The main thing is to call them "Death Tokens" instead of "Death Dice", and add a bit more clarity. I think it's fine now.
This is a big wodge of complexity in the middle of an otherwise fairly rules light game, but it leads to a lot of fun gameplay for me. I swear.


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Wear and Tear

- Removed weapon/armour Quality
- Removed sacrificing armour to reduce damage
- Added England Upturn'd misfire table for Notched firearms
- Dwarfs can completely fix a single item per day, up from one Notch per day.



Having different weapon Qualities which gave different chances of taking Notches was a good idea in theory but definitely very easy to forget about in the heat of battle.
You know what's not easy to forget in the heat of battle? Crits and fumbles! Any time a natural 1 or 20 comes up, people notice. So now weapon/armour damage is triggered by those exclusively.

Part of the impetus was having high quality weapons and armour to replace magic weapons and armour, but that was a nice idea that never worked out great. Just make it extra fancy or something. Hell, make it unbreakable. That's as good as magic.

There was a rule here last time where you could sacrifice armour to reduce an attack's damage to 1, but that's gone now. I kept forgetting and so did the players.

England Upturn'd has cool a firearm-exclusive misfire table that it wold be a shame not to use, so I'm using it.

Dwarf repairs are better now, just because it makes it easier. Give a Dwarf a day and he can fix an item. Solid. A Mending spell always fixed an item completely, but I'm calling it out here to make it clear.



Skills

- Called out skill-boosting equipment and skills that get boosted by Intelligence
- Backstab is a reworked Sneak Attack
- First Aid reworked - forces patient to Tempt Fate on a 6 instead of dealing damage, no longer heals HP
- Added Rapid Reload to Sleight of Hand
- Added Evade to Stealth
- Added Invention to Tinkering



A few changes around here.
Intelligence modifies Arcana and Languages. Nothing new there.
Specialist's Tools give a +1 to Tinkering and First Aid, that's not been in these rules before.
Same with Crampons granting a +1 to Climbing, which needs calling out really.

Backstab is a big change. See Fancy Combat Options above. Upgrade hits against surprised or flanked enemies to crits.

First Aid is now focused directly on field medicine, healing up a person who's reached 0HP and is dying from Death Tokens. The combat medic skill to bring the dying back from the brink!
Failing on a 6 used to deal 1 damage to the patient, but now it makes the patient Tempt Fate which fits the Death Token angle better.
Healing HP with First Aid has been scrapped, eating to heal works better and more reliably.

Rapid Reload skill was sort of in the rules before, but it's here now.
Roll Sleight of Hand to get a free Reload action. This means you can Reload twice in one round, or even Reload while fighting. Potentially fire a gun every 3 rounds if you've got good Sleight of Hand and focus on reloading, which almost makes it worth it.

Evade, again, see Fancy Combat Options above. Dodge and weave to gain an advantage against an enemy.

Invention has been in the game for a while, because players looove coming up with bullshit mechanical things like breathing apparatus or complicated traps.
Only change is that if a device works successfully it gets a +1 to Invention rolls in future, so you slowly build it up until it works consistently. Previously this had it working after three successful uses, but I think this is mechanically neater.

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Rune Magic

- Minor tweaks


Due to mystery campaign reasons (and mild balance woes) the Repel rune doesn't generate stuff any more, only pushes it away. Breath weapons are too easy I guess!
There are a few other bits, but that's the main one.


Classes

- Added everything for each class, not just the things that are tweaked from baseline LotFP. You can run a class out of this document now.


Just makes it easier for people who aren't running LotFP to figure out everything a class has.

Onto actual changes that matter.


The Fighter

- Added Weapon Mastery


Fighters are simple. This is mostly on purpose, it's a straightforward class with a straightforward focus on straightforward murder.
People who want to be a fighter type tend to roll Barbarian nowadays. But I have a condition where any time we haven't had a Fighter in a while, I want to make Fighters better.

So here we are. Weapon Mastery. As seen in the Melee Weapon Types section, different kinds of weapons get different kinds of bonuses.
Fighters get those and more, with the bonuses intended to synergise with the base perks.
Having a Fighter that carries one of each weapon around sounds great.

The Choppy upgrade is suspiciously similar to 5e's great weapon thing, from which I took it.
The Smashy upgrade replaces the old "shiver armour on evens" thing. Hammer attack to make the enemy easier for your allies to hit. Combo with the new Backstab to good effect.
The Stabby upgrade means swords are very much the defensive weapon - use an action to Parry and hopefully you'll trigger one or more counterattacks. Amazing for a fully armoured and shielded Fighter.
The Shanky upgrade makes Fighters even more brutal wrestlers, seeing as their attack bonus means they'll win wrestles a lot.
The Whippy upgrade is to do some Indiana Jones shit and trip people up.



The Magic-User

- Altered Spell Interruption to make Chaos Mages more possible
- Made Spell Swap more lenient


Spell Interruption used to mean you could prevent a Spell Collapse with a Save vs Chaos.
Now a Save vs Chaos means you get to see what the Spell Collapse will do first, then choose whether you negate it. A small but significant change.
Shout out again to Aura Twilight's chaos magic table which I can't link enough.

Spell Swap now only has a penalty if you're swapping a higher level spell to a lower one, due to the potential magical leakage. You're forcing a larger amount of energy into a less complex spell and the magic might start leaking in around the sides.
Previously you had a penalty equal to the sum of the spell levels, so this is more lenient.
I want it to be slightly risky to swap a spell, but not so risky that I hear people going "nonono!" to a spell swap like the wizard's about to cast a Summon spell.

These Spell Swap rules carry over to other casters.


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The Extras

- Added this class


My Extras class is so similar to Manola's original Extras class that it's not worth a class blog post.
The only minor difference is that the "Magic for the Masses" rule applies to all items.
If you've got less than 10 of an item, it can be used once per scene and each takes up a separate Encumbrance slot.
If you've got 10 of an item, it can be used every round and all 10 items take up a single Encumbrance slot.

Two bows means you can fire arrows twice per scene.
Ten bows means you can fire arrows every round.

Two suits of chain armour means you can get Chain AC twice a scene.
Ten suits of chain armour means you have Chain AC at all times.

It's very strange and meta, but that's the Extras in a nutshell!



The Inheritor

- Added this class


Recently detailed in the Inheritor class post.
Eat monsters to steal their abilities and use them against your foes.
Enough of a niche that it doesn't step on other class's toes, and the game's first Inheritor so far has ended up being really interesting!


So that's that. A whole lot of incremental changes that I hopefully won't have a need to fiddle with for a while. Enjoy!