- Lamentations of the Flame Princess provides most of the base rules.
- The only classes are the original three from OD&D (pre-Greyhawk), and all PCs are human, as Gary Gygax may have wanted.
- You don't want to completely abandon the unique rules alterations and innovations of LotFP (hence Criterion #1), but you also want to move away from the "weird fantasy" flavor of LotFP and back toward the flavor of TSR-era D&D to some extent. You want the game to play and feel less like The God That Crawls and more like White Plume Mountain or The Village of Hommlet. (Credit goes to Jason Thompson for making these awesome maps, and Matthew Schmeer at Rended Press for the links.)
- Keeping Criterion #3 in mind, you want to make the Cleric something of a conceptual halfway-point between the Fighter and the Magic-User as it originally was, maybe even something Paladin-esque. You want to make the Cleric play more like the old-fashioned D&D version and less like the "alternative Lawful Magic-User" of LotFP.
- You want to make straightforward combat slightly less of a bad idea than it tends to be in LotFP. But only slightly.
Well, here are some changes I would consider making in such a situation. I should preface this by saying these ideas are still pretty rough, and definitely untested on my part. Most glaringly, I haven't worked out the exact saving throw numbers yet.
Assume the rules are the same as in LotFP, with the following exceptions:
Fighter
- d10 HD (+4 HP after Level 9)
- Continue to add CON bonus to HP after Level 9 (as Dwarf)
- Five extra items before gaining first encumbrance point (as Dwarf)
- Maybe better saving throws - If so, best of all classes overall (maybe as Dwarf)
- Extra attacks against low-HD enemies, as in OD&D
- d8 HD (+3 HP after Level 9)
- Combat Options as Fighter
- Turn Undead as a separate class ability instead of a spell, as in OD&D. Maybe have it work against demons, Lovecraftian horrors, summoned entities, and/or other "unholy" creatures as well.
- Maybe better saving throws
- Maybe reduce time needed to make holy water EDIT: Oh, and do this for protection scrolls, too. Those are a neat idea I don't think I've ever actually seen used at the table.
- d6 HD (+2 HP after Level 9)
- Maybe lower cost and/or time required for writing scrolls (or magical research activities in general)
- Maybe better saving throws (but if so, still not as good as those of the other classes, with the possible exceptions of saves vs. devices or magic)
- Unlikely but possible change: Can Exasperate as per the Alice class from A Red & Pleasant Land, as a Chaos-themed counterpart to the (Lawful) Cleric's Turn Undead ability. EDIT: I should probably mention that this is one of the few house rules here that I HAVE extensively playtested, and while I still haven't decided if it's balanced yet, I can confirm that it is fun and my players seem to love it. So maybe this isn't such an unlikely change after all.
- Allow Magic-User spells to be cast even when they are not properly "prepared," when the Magic-User is out of appropriate spell slots for the day, when the Magic-User's hands are full, etc., but with some kind of major risk. Last Gasp has some great rules for this, as does the LotFP Playtest Document.
- All characters gain skill points as a Specialist. No separate Specialist class.
- No Elf, Dwarf, or Halfling classes. If the players really want to play non-humans, you could use separate race and class rules, sort of like these or these.
- The skill list is the same as it is HERE, except that Open Doors stays (per Rules As Written), and Sneak Attack and Luck are removed. Search is still omitted (in favor of player skill over dice rolls).
It started with the Cleric. Since I wanted the Cleric to be more like a Fighter than it is in LotFP, but without further undermining the usefulness of the Fighter as a separate class to have available, I decided to try "toughening up" the Cleric in ways that didn't totally step on the Fighter's toes while also giving some new advantages to the Fighter to hopefully prevent the Cleric from simply becoming a Fighter But Better. The Elf and Dwarf classes served as guidelines here. For example, in LotFP the Elf is something of a hybrid between the Fighter and Magic-User, but the Fighter part is added not through the Fighter's increasing to-hit bonus (which remains unique to that class), but through other features like the Fighter's extra combat options and some extra HP (not as much HP as the Fighter gets, but more than the Magic-User does). Similarly, the Dwarf also gets the advanced combat options as a concession to its fighting prowess. I think it makes sense to try something similar with an "old-fashioned" Cleric class, so I gave the Cleric these combat options and increased their HD to a d8. I haven't decided about changing the Cleric's saving throws, but it might not hurt.
Changing Turn Undead from a first level spell back into its own special ability, like in OD&D and such, was mostly done for flavor reasons. Since undead might not necessarily be plentiful and monsters might not be easily sorted into "types" like "undead" in a campaign that keeps even a little bit of the LotFP approach to monster design, I figure it might make sense to expand the scope of what can be "turned." Besides, I don't see why a Cleric's holy powers should necessarily give them an advantage against a zombie but not a demon. And is a shoggoth being repelled by an elder sign really all that different from a vampire being repelled by a cross?
The holy water thing is just because I like the idea of weaponized holy water, and because I think the ability to produce holy water as adventuring gear is a cool thing that differentiates Clerics from other classes. But man, a whole week to make one dose of holy water? I doubt that a lot of players would bother to spend the time to make it.
Since all classes can use all types of weapons and armor in LotFP (keeping in mind certain spell-casting and physical skill limitations), and since magic weapons and armor in LotFP are probably much more likely to be cursed or otherwise complicated to use and, shall we say, "situationally useful," Fighters can no longer count on the use of class-restricted magic items as an advantage or a feature which differentiates them from Clerics and Magic-Users. In LotFP, the major advantages of playing a Fighter are simply that you can hit things more easily/often, and that you can usually take more punishment (probably due to either taking more risks or just screwing up more) and survive. These aren't at all insignificant factors in selecting a class, and as far as advantages go, these ones are appealingly simple, but LotFP Fighters still strike me as a bit boring compared to their peers.
Since demihumans are out, I figured I might as well spruce the Fighter up with some features cannibalized from the Dwarf. The extra carrying capacity makes it less of a burden for a Fighter to wear heavy armor or carry a variety of weapons than it would be for the other classes. It also gives the Fighter some extra non-combat utility as a pack mule. Like being a "healer" in a lot of other RPGs, being the person who carries the most stuff might not seem like a glorious job, but it's something the rest of the party should probably be very thankful for if they're not a bunch of assholes. This also gives the Fighter the ability to grab the most treasure and run if the other players are assholes and deserve to be abandoned to die. The d10 hit dice (and improved saving throws should I end up including them) make the Fighter the hardiest class, even after the Cleric has been boosted to d8 HD. The whole "continuing to add the Constitution bonus to HP after Level 9" thing cribbed from the Dwarf gives the Fighter something nice to look forward to at higher levels, assuming they're lucky enough to still have high CON at that point.
The Fighter's "extra attacks against wussies" thing, like the Turn Undead ability, is just something fun and useful from TSR-era D&D that I wanted to include for that old-fashioned flavor as well as it's function as another thing to set the Fighter apart.
I wanted to give the Magic-User a little love, too. The Exasperation thing is just meant to be something neat the Magic-User can do. If the Cleric can do something magical that isn't a "spell," then why can't the Magic-User? The ability to cast spells "improperly" is meant to make the Magic-User more versatile with Magic than the Cleric in a way similar to how the Fighter is more versatile in combat than the Cleric. It's also really flavorful and entertainingly unpredictable. The d6 HD (and again, improved saving throws should I decide to alter them) is something of a bone thrown to the Magic-User, since all the other kids were getting more HP. Plus, a Level 0 nobody gets d6 HP, as does a Level 1 Magic-User, and it just bugs me to have the Magic-User's hit dice change from a d6 to a d4. It's a personal preference. Finally, I think it might be fun to make it easier (or at least cheaper) to make scrolls as a sort of throw-back to the ease of scroll-making in Holmes Basic D&D.
The "everybody is a Specialist" thing appeals to me for reasons I've already discussed to some extent. Even though I didn't want to include a Thief class here, I really like the skill system in LotFP, so why not repurpose it? I wouldn't mind writing more on this topic in the future, but for now, let's just call this an effort to make non-class-based skills and activities even across the board in the absence of a Thief or Specialist class.
So, am I barking up the wrong tree, or does this actually seem enjoyable? I'd love to hear suggestions and opinions, so as usual, please feel free to drop me a line.
Changing Turn Undead from a first level spell back into its own special ability, like in OD&D and such, was mostly done for flavor reasons. Since undead might not necessarily be plentiful and monsters might not be easily sorted into "types" like "undead" in a campaign that keeps even a little bit of the LotFP approach to monster design, I figure it might make sense to expand the scope of what can be "turned." Besides, I don't see why a Cleric's holy powers should necessarily give them an advantage against a zombie but not a demon. And is a shoggoth being repelled by an elder sign really all that different from a vampire being repelled by a cross?
The holy water thing is just because I like the idea of weaponized holy water, and because I think the ability to produce holy water as adventuring gear is a cool thing that differentiates Clerics from other classes. But man, a whole week to make one dose of holy water? I doubt that a lot of players would bother to spend the time to make it.
Since all classes can use all types of weapons and armor in LotFP (keeping in mind certain spell-casting and physical skill limitations), and since magic weapons and armor in LotFP are probably much more likely to be cursed or otherwise complicated to use and, shall we say, "situationally useful," Fighters can no longer count on the use of class-restricted magic items as an advantage or a feature which differentiates them from Clerics and Magic-Users. In LotFP, the major advantages of playing a Fighter are simply that you can hit things more easily/often, and that you can usually take more punishment (probably due to either taking more risks or just screwing up more) and survive. These aren't at all insignificant factors in selecting a class, and as far as advantages go, these ones are appealingly simple, but LotFP Fighters still strike me as a bit boring compared to their peers.
Since demihumans are out, I figured I might as well spruce the Fighter up with some features cannibalized from the Dwarf. The extra carrying capacity makes it less of a burden for a Fighter to wear heavy armor or carry a variety of weapons than it would be for the other classes. It also gives the Fighter some extra non-combat utility as a pack mule. Like being a "healer" in a lot of other RPGs, being the person who carries the most stuff might not seem like a glorious job, but it's something the rest of the party should probably be very thankful for if they're not a bunch of assholes. This also gives the Fighter the ability to grab the most treasure and run if the other players are assholes and deserve to be abandoned to die. The d10 hit dice (and improved saving throws should I end up including them) make the Fighter the hardiest class, even after the Cleric has been boosted to d8 HD. The whole "continuing to add the Constitution bonus to HP after Level 9" thing cribbed from the Dwarf gives the Fighter something nice to look forward to at higher levels, assuming they're lucky enough to still have high CON at that point.
The Fighter's "extra attacks against wussies" thing, like the Turn Undead ability, is just something fun and useful from TSR-era D&D that I wanted to include for that old-fashioned flavor as well as it's function as another thing to set the Fighter apart.
I wanted to give the Magic-User a little love, too. The Exasperation thing is just meant to be something neat the Magic-User can do. If the Cleric can do something magical that isn't a "spell," then why can't the Magic-User? The ability to cast spells "improperly" is meant to make the Magic-User more versatile with Magic than the Cleric in a way similar to how the Fighter is more versatile in combat than the Cleric. It's also really flavorful and entertainingly unpredictable. The d6 HD (and again, improved saving throws should I decide to alter them) is something of a bone thrown to the Magic-User, since all the other kids were getting more HP. Plus, a Level 0 nobody gets d6 HP, as does a Level 1 Magic-User, and it just bugs me to have the Magic-User's hit dice change from a d6 to a d4. It's a personal preference. Finally, I think it might be fun to make it easier (or at least cheaper) to make scrolls as a sort of throw-back to the ease of scroll-making in Holmes Basic D&D.
The "everybody is a Specialist" thing appeals to me for reasons I've already discussed to some extent. Even though I didn't want to include a Thief class here, I really like the skill system in LotFP, so why not repurpose it? I wouldn't mind writing more on this topic in the future, but for now, let's just call this an effort to make non-class-based skills and activities even across the board in the absence of a Thief or Specialist class.
So, am I barking up the wrong tree, or does this actually seem enjoyable? I'd love to hear suggestions and opinions, so as usual, please feel free to drop me a line.