Saturday, January 13, 2018

D10 Fighter Advancement Table for LotFP

This is just a quick and dirty idea I had for making level advancement for fighters in Lamentations of the Flame Princess a bit more interesting. It's basically an extremely simplified, stripped-down version of this random advancement system by "Zak S., Reynaldo Madriñan, Jeff Rients, Chris Wilson, Nick Kuntz, Matt Halbauer, and lots of other cool people," but specifically for LotFP fighters only.

Beyond level 9, most classes continue to get better at their main class feature in some way: magic-users continue to get spells per day, specialists continue to get skill points, etc. However, fighters don't really get anything special beyond that point other than additional HP and better saves (which other classes still get as well, to some extent). This is just a rough idea for giving fighters something class-specific to look forward to if they survive past level 9, with the added benefit of potentially differentiating individual fighters a little more, if you feel the need for that.

Every level, the fighter chooses to either take their normal +1 base attack bonus, or roll 1d10 on the table below. If the fighter's base attack bonus is maxed out at +10, they must roll on the table.
  1. Nice try, but you still get a +1 base attack bonus anyway. But, if your base attack bonus is already maxed out at +10, you get to choose any result from this table instead.
  2. Do you even lift? It takes five additional items to gain the first point of encumbrance (as per the dwarf class in LotFP). If you have already gotten this result once before, see Result 1 instead.
  3. Your hit die increases from d8 to d10, and if you have a positive constitution modifier, you continue to add it to your HP after level 9 (as per the dwarf class in LotFP). Go ahead and reroll all of your hit dice. If the result is greater than your previous maximum HP, keep the new result. If it is equal to or less than your previous maximum HP, your new maximum HP simply becomes your old maximum HP plus 1. If you have already gotten this result once before, see Result 1 instead.
  4. Nothing gets past you. You are only surprised on a 1 in 6 (as per the elf class in LotFP). If you have already gotten this result once before, see Result 1 instead.
  5. You've got the touch! If an enemy can normally only be hit by a magic weapon, or by some other special kind of weapon (silver, for example), you can instead hit them with any kind of weapon. If you have already gotten this result once before, see Result 1 instead.
  6. FIGHTER SMASH! You gain the ability to enter a state of RAGE, as per Vacant Ritual Assembly #4, page 18. If you have already gotten this result once before, see Result 1 instead.*
  7. Increase the amount of damage you do with any weapon (including your bare hands) by 1 die size, following this pattern: 1-->d2-->d3-->d4-->d6-->d8-->d10-->d12-->d20 (the maximum for mundane weapons). If you have already gotten this result once before, see Result 1 instead.
  8. Show us your moves! You get a second attack per round. If you have already gotten this result once before, you now get a third attack per round. If you have already gotten this result twice before, you can either make three attacks per round or you can make one attack against every enemy within melee range that has 1 HD or less. If you have already gotten this result at least three times before, see Result 1 instead.
  9. Roll a d4: 1 equals Charisma, 2 equals Constitution, 3 equals Dexterity, and 4 equals Strength. Increase the corresponding ability's modifier by +1. (For example, if you have a Charisma of 16 and you roll a 1, your Charisma modifier increases from +2 to +3.) Each ability modifier can only be increased this way once, so if you roll the same ability again, re-roll until you get a new one. If you have already increased all four of these ability modifiers before, see Result 1 instead.
  10. You paid attention to something beyond your big beatin' stick. You gain 2 skill points.
*If you don't have a copy of Vacant Ritual Assembly #4, or if you just don't care for this result and want to replace it with something else, here's an alternative result inspired by this post from Gregorius21778:
6. This is your skin now. Treat chain armor as a regularly-encumbering item, so that it only takes up one encumbrance slot (instead of adding a whole encumbrance point by itself like an oversized item). Treat plate armor as a regular oversized item, so that it only adds one point of encumbrance instead of two. If you are using the Early Modern armor rules, then treat buff coats, all helmets, and tassets as unencumbering, treat pikeman's armor as a regularly-encumbering item, and treat full armor as a regular oversized item. If you have already gotten this result once before, see Result 1 instead.

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